Game Devs of Color Expo 2023
2023-09-27..2023-09-30
-- online --
[Game Devs of Color Expo 2018, Game Devs of Color Expo 2019, Game Devs of Color Expo 2023, Game Devs of Color Expo 2026]
as the organisers put it
Find talks, panels, interviews, and games from the 2023 Game Devs of Color Expo.
| title | author | length |
|---|---|---|
| Queer Advocacy in Indie Game Design: A Solace State Post Mortem | Seamus Ly, Tanya Kan | 33m |
Solace State builds a 14‑hour visual novel (7–8 hours per route) with 31 fully illustrated characters, implemented in Unity with "Arsy" dialogue tools and over… | ||
| How Did You Ship That??? A Postmortem: The Cartomancy Anthology | Francesca Carletto-Leon, Samantha Ortiz | 26m |
An anthology of 22 games by 80+ contributors ships after ~1 year on a ~$39,000 budget, paying a $1,000 stipend per team and an even rev-share for two years… | ||
| Meet the Devs: Candle Knight | Mario Vallarta, Hugo Laviada, Hector Parra | 19m |
A 2.5D action platformer built in Unreal Engine 4 (started on 4.22, later upgraded) that centers on a three‑state Ignis system — Warm, Ignited, Blaze — which… | ||
| Dev Interview: A Space for the Unbound | Dimas Novan D | 17m |
A Space for the Unbound is a pixel‑art adventure built over seven to eight years with a prologue released almost two years before the full January launch… | ||
| Dev Interview: Skator Gator 3D | Ryan Huggins | 21m |
Sequel built in Unity moves a 2D skate prototype into a short 3D platformer with grind rails, checkpoints and faster respawn to cut downtime; development… | ||
| Dev Interview: Distraction Machine | Lateef Martin, Alvin Aquino | 20m |
A music-composition narrative game built from a mini-game idea expands into a standalone title with two play modes: Chronicle Mode (fulfill NPC requests with… | ||
| Make Your Players Cry Grief, Loss and Identity in Games | Emily Pitcher | 32m |
Clear claim: you can write grief and identity honestly by combining research and sensitivity readers with concrete, sensory scenes. Example project A Taste of… | ||
| ADHD While Black: Braving Your Own Brain | Lauren Brown | 35m |
Claims that Black and Latino children are 48–50% less likely to receive an ADHD diagnosis and that delayed diagnosis is common lead into concrete tactics… | ||
| 5 Practical Tips for a Smoother Development | César Abraham Domínguez Garza | 28m |
Five concrete tactics for unblocking development with examples and outcomes: use real-world logic to change art and motion so mechanics feel grounded; exploit… | ||
| Vulnerability in Game Production | Andrea Luc | 34m |
Argues that vulnerability is a production tool that improves team health and retention for marginalized creators, backing that with industry stats (62% men… | ||
| Creating Compelling Characters Through the Lens of Belle Automata | Jessinia Saunders | 26m |
Explains concrete methods used on Belle Automata: uses if-then questions and motifs to generate world details, runs a small survey (result: 90% of respondents… | ||
| Game Monetization: How We Got Here and Where to Go | Johnny Liu | 18m |
Survey of monetization traces a clear line: cartridge-era one‑time purchases, subscription MMOs, arcade‑style microtransactions turned into app catalog… | ||
| Manga & Comics is Narrative Design: Crafting Story Scene By Scene | Adanna Nedd | 17m |
Argues that narrative design = story + gameplay and shows concrete tools: panel-by-panel comparisons, storyboards and branching storyboards, GIF prototypes and… | ||
| Made out of Meat: Human Corporeality in Games | Tyriq Plummer | 28m |
Argues that representing bodies matters and lays out four concrete approaches: abstraction (traditional HP and status effects), simplification (Ivan‑style… | ||
| Your Gaming Expertise IS Your Key to Business | Kariz Matic | 21m |
Claims a playbook that turns gaming instincts into business systems, citing 25 years of experience and helping companies make or save up to seven figures… | ||
| Dev Interview: Business Heroes - Food Truck Simulation | 20m | |
Turn‑based food‑truck sim that compresses a 10‑year economic cycle into one year, models 15 countries with differing GDP and player‑selectable difficulty, and… | ||
| Dev Interview: Wrestling With Emotions | 23m | |
An alternate-1994 wrestling dating-RPG that uses a clear stat system—M.E.A.T stat system (Muscle, Elegance, Attitude, Theatrics)—to unlock moves and scenes… | ||
| 2D Animation for Games the Notion Games Way! | Andrew Augustin | 26m |
Notion Games shows a repeatable pipeline: thumbnail → pencils → inks → flats → shadows applied per asset, using Photoshop, Procreate, Wacom tablets/Cintiq for… | ||
| Why Games Need More Unlikeable Protagonists | Louisa Atto | 27m |
Argues that likeable protagonists breed predictable stories and lost opportunities, citing 90% chose Paragon in Mass Effect and concrete scenes: Joel shoots… | ||
| Puzzle Design from lived experience | Mostafa Haque | 36m |
Turns personal incidents into concrete puzzle mechanics: a sleepless-night hangover cure becomes a timed inventory blend ingredients to cure a hangover puzzle… | ||
| Presence in Practice: Affinity & Contrast in Game UX | Ahmed Salama | 27m |
Argues that using the psychology concept presence to sort UI into diegetic / meta / spatial / abstract gives a concrete process to align UX and game design… | ||
| How to Set up Game Key Art and Logos for Success | Rachel Runa | 31m |
Recommends building a very large, layered PSD as the source master (save lighter PSD cutdown versions), use Adobe Photoshop smart objects to avoid quality… | ||
| F.A.R.T - a 4 step guide to break into the industry for self taught sound designers | Jamie Lee | 31m |
Clear four-step method claims self-taught designers can get hired by learning a foundation of sound design (Logic Pro for creation, Wwise/FMOD for… | ||
| Virtual Songlines: Exploring Indigenous Culture Through Virtual Reality | Brett Leavy | 29m |
Bilbie XR Labs runs Virtual Songlines, a VR cultural-heritage world built in Unity and Cesium that already maps 26 locations and indexes about 47,000 short… | ||
| nothing matches | ||