gamedev.world is the global game developer conference. Featuring 30+ speakers from all over the planet, all talks will be close-captioned and translated into Arabic, Simplified Chinese, English, French, Japanese, Brazilian Portuguese, Russian, and Spanish.
Broadcast live on gamedev.world from June 21st – June 23rd, join us for the first-ever global games conference. Learn from top developers around the planet in talks and interactive Q&A’s, meet other developers speaking your language, and gain a global perspective on the art & business of game creation.
Making games is hard. Co-operation is essential for game development, but the true magic only starts to happen when you embrase genuine creative collaboration, rather than just functional co-operation. People however aren't always in a default state that is open to collaboration. This session will explore why we often struggle to collaborate, and offer some practical steps you can take to build genuine creative collaboration. We will explore how to level up and empower your creative culture, regardless of the size of your team. From the smallest indie studios through to large multi-disciplinary AAA teams, everyone can benefit from building the right culture!
Gamedev is a young industry and shares problems of new industries. Initially predominantely men were involved in game development, especially in such areas as game design. There are relatively few well-known female game designers so we will talk why it is and how to change it. This talk is of particular interest to the new generation of female game designers who want to contribute to the development of the industry.
With 26+ years in the game industry as a geographer and culturalization strategist, Kate Edwards has been involved in world-building for many game titles, including major franchises such as Halo, Fable, Age of Empires, Mass Effect, and many others. She has seen it all when it comes to geopolitical and cultural issues that can negatively affect a game’s design and distribution to a global audience and engage players from diverse cultural backgrounds. Learn more about culturalization and how it can assist game creators with building better worlds that account for a wider range of cultural and environmental aspects.
If you dream to visit a children's interactive park for a long time, you can understand that you can make it yourself.
Lessons learned after setting up a video game studio without previous business knowledge.
Players often skip reading questlogs and game codexes, choosing to just follow markers on the map. Knowing that, we tried to reinvent the way information is presented in Pathologic 2, a text-heavy narrative-driven game with an intricate interconnected plot. We hope our ideas might be inspiring to many other gamemakers.
At a time when the dream of being commercially viable as an indie seems to be crumbling, especially for those of us who make single player games, we must reconsider what we can do to increase the chances of continuing to make the games we want to make. One of the most obvious options is to make smaller games. But what does that mean? And how much shorter?
The most valuable thing in the work on a project with colleague and friend is the ability to complement each other, taking into account their strengths and weaknesses. There is no place for criticism in such cooperation - only clarifications, suggestions and new ideas. Is it possible to learn from each other and support each other while creating unique audio for a game and are there any disadvantages in joint work?
Let's talk about the creative process of GRIS, and how has the development been during these past 3 years. We'll talk about Design, Art, Animation, Music and Narrative.
Through my talk, I will talk about the importance of working with local gaming communities to raise awareness about independent games and how this affects the maturity of local independent games and the growth of the community of independent developers in general.
There are currently several ways to control disruptive/toxic behavior when playing online video games. Tools to block communication between players or reputation systems can help sanction such infractions. In this talk we will explore some of the reasons why players behave in a toxic way in online multiplayer games, and some solutions and things to consider that developers can implement in the design of their games to encourage players to avoid the problem altogether.
An overview of challenges related to the support of Arabic language in video games and how to overcome them.
How to use color theory, shapes, contrast, silhouettes, and the context to help create original characters that are easy to understand in games that use low resolution art, such as pixel art, voxel, and 3D Low Poly.
In this talk, I'll be covering some tips and practices for remote game development teams from a producer's perspective, such as communication, keeping everyone on the same page and up to date with project goals and needs, ways to handle information, and how to put out fires from behind a screen. The key goal is to get your game done with your remote team and hopefully my tips will help you in some way or another!
A postmortem focused on the narrative and production challenges faced during the development of Sword Legacy Omen in light of limited resources and how the solutions applied led to a tactical RPG co-produced by two indie studios and the first Latin American project to partner with publisher Team 17.
Many players are either ashamed or hide the fact that they pay for free to play games, which is a fundamental design flaw as paying should be an enjoyable experience. This talk will explore some of the common reasons of players feeling that way and presenting tips on how to adjust game design to create better monetization experience for the players
Lessons learned in game development when focusing on creating tools that empower game designers.
The Japanese indie scene has been growing recently. However, we are besieged by difficult circumstances, due to the lack of investment, startup accelerator, government and industry support for indie creators in Japan. I will talk about the challenges we are facing, and my attempts to tackle the problems.
What are the Big 5 and the Self-determination theories? How to use these psychological frameworks to create games that people will want to play for a long time?
We have developed the PSVR game "Astro Bot" with a small team at high speed. This talk will show how "Astro Bot" was developed, along with development footage.
In this talk, I'll discuss the Global Game Jam and how it was a determinant factor in transforming my life and the lives of those in our region. Furthermore, I'll demonstrate the advantages — both for the individual and the group — of participating in an event such as this.
3D has become prevalent in development environment, and game engines are increasingly good at manipulating 3D data. This talk will explain the creation of map graphics in LA-MULANA 2, which achieves rich 2D graphics through the use of 3D models and lighting.
After dealing with a year-long burnout, Gabby DaRienzo was able to find resources and tools to help her overcome her art block and feeling inspired productive, and confident in making game art again. In this talk, Gabby will share what tools and practices worked for her in overcoming her burnout, and provide advice for other game artists and developers who may deal with art block in the future. Audience members will learn what art block is and why it happens, and how to overcome it using both practical exercises and techniques, as well as effective mental health practices.
Having been born and grown up in America, last year I went back to my home country, Japan, where I learned about the history of my family hitherto not known to me. After listening to my relatives about my grandmother, and conversing with my mother, I have come to understand how my mother and grandmother had inspired a passion for games in me, and why I started making games.
Pitching to publishers at conferences is valuable, but not everyone attends conferences due to growing costs, denial of visas, and a multitude of other hurdles. In this talk we'll discuss the best ways to reach out and pitch when you can't do it in-person. We'll begin with wins and pitfalls of the classic email inbox pitch, analyzing what publishers are looking for (and why). We'll unpack the conversation that often follow and how you can be ready to respond. The talk will culminate in best-practice and tips, and hopefully your own confidence to pitch from the comfort of home!
This talk will talk about how a game designer could better understand this working position in game development and how to improve game design ability. It would be useful for the new game designers and the ones who is willing to do game designs. Hope this talk would also be good discussion for experienced game designers to further discover more possibility of game designs.
In the wider technical community - open source has won. It is regularly lauded at conferences, and many companies invest in its development and maintenance. Despite game development’s culture of sharing, open source isn’t nearly as prevalent, either from a usage, release or communication perspective. In this talk, we’ll look at the commercial motivations for getting involved in open source, as well as the costs. We’ll also look at healthy open source projects, both from a creator, contributor and user perspective, and hopefully together we can change the culture of open source in game development!
If you are looking through the lens of an outsider, the video game market in China always feels like a mystery and a huge opportunity at the same time. It’s mysterious because it’s hard to grasp how to succeed here, however if you do succeed, the profit is also very astonishing. In this talk, Wen Chen, the co-founder of Coconut Island and CiGA, will talk about the current trend and the changes its going through in China as an “insider”, and what will be the challenges and the potential for game developers on the outside, especially indies. He will share the basic knowledges and tips for marketing indie games in China.
Learn how the Intel(r) GameDev Boost Program allows game developer partners to benefit from our marketing programs and more than one billion impressions each year.
"Brute-force method" provides an entire new way of improving game level design for those small teams who are lack of ability in emulating those high quality games. With "Brute-force method" , we will calculate all possible game challenges untill we find the best solution.
In this presentation I will talk about sharing my journey, the work I do on a daily basis, my sources of inspiration and my process of creating characters.
Most of the time we may not notice Sound plays a very important role in driving the atmosphere of a game scene, this talk will show how to create different atmosphere to a same scene by changing different style of sound (music).
We believe that a good story in a video game is not only due to the quality of its dialogues or its narrative structure. I will try to explain why it was one of the essential points for Pikuniku to create an emergent narrative and constantly encourage it. Some tips for: having unique characters, making the player laugh, selling our game to a publisher, finish a game, and create EMOTIONS.
Working in the video game industry can be difficult in itself. Adding to that the challenges of everyday life and this might seem like an absolute impossibility. So how can we turn these challenges into a force? This presentation focuses on the speaker's journey as a father of three children, a colored person and practicing Muslim working in the video game industry. The speaker will explain how his life experience and how he managed to share his art with his family.
The joys, stresses and unknowns of raising a child are constant challenges - quite similar to those of creating a game! How do you reconcile the demands of being a good parent and an accomplished game developer and how to manage our obligations while remaining creative and productive? In this presentation, we will address the need for mental space to provide the creativity needed for our work. You will get concrete tools to manage your time and energy more efficiently.
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Rami Ismail is one half of award-winning Dutch independent games studio Vlambeer. Rami is an avid games advocate with a focus on independent development, and culturally and geographically diverse games. He is the creator of popular free tools such as presskit(), organizer of initiatives such as Meditations and gamedev.world, and was involved in projects such as Indie MEGABOOTH and Train Jam. For his work in games, he was awarded the 2018 GDC Ambassador Award.
Sarah Elmaleh is a voice actor and advocate, known for her roles in both critically acclaimed indies and AAA titles (Gone Home), for speaking, jurying, hosting and organizing for games events (GDC, IGF, IndieCade), and for evangelizing collaborative best practices and good working conditions in games.
Myriame Lachapelle is a games producer and project manager with a history in community management and photography. She is a passionate industry advocate and has been involved in many grassroots initiatives to improve awareness of mental health and employment rights. She has an improbable range of Twitter bots, and enjoys good coffee, good dogs, and her good cats.
Gabriel Dal Santo is a veteran indie developer and consultant for indies, more recently known as the founder of Pro Indie Dev, an initiative that leverages on the methods of experienced developers to help indies achieve financial sustainability with their games.
Gwen is a game developer with over a decade of experience spanning Art, Animation, and Design. She co-founded indie studio The Molasses Flood where she was the CFO and the sole animator on their debut game "The Flame in The Flood. She worked as a senior technical animator on BioShock Infinite & Marvel Heroes Online. Most recently, Gwen founded a new studio "Chump Squad" where she is the sole developer on narrative puzzle game KINE. She regularly live streams indie game development on Twitch (@direGoldfish) and co-hosts game development podcast "The Dialog Box."
Houssem Ben Amor is an active member of the Tunisian and MENA region game development community, co-founder and president of the Tunisian game development association(TGD), a Global Game Jam Board member and a chairman of the IGDA's Tunisian Chapter. Houssem’s passion has been initially ignited working as a 3D artist which later on led to an ever increasing interest and involvement in business development.