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Game Devs of Color Expo 2023

Find talks, panels, interviews, and games from the 2023 Game Devs of Color Expo.

titleauthorlength
Queer Advocacy in Indie Game Design: A Solace State Post MortemSeamus Ly, Tanya Kan33m
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…
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How Did You Ship That??? A Postmortem: The Cartomancy AnthologyFrancesca Carletto-Leon, Samantha Ortiz26m
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…
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Meet the Devs: Candle KnightMario Vallarta, Hugo Laviada, Hector Parra19m
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…
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Dev Interview: A Space for the UnboundDimas Novan D17m
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…
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Dev Interview: Skator Gator 3DRyan Huggins21m
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…
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Dev Interview: Distraction MachineLateef Martin, Alvin Aquino20m
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…
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Make Your Players Cry Grief, Loss and Identity in GamesEmily Pitcher32m
Clear claim: you can write grief and identity honestly by combining research and sensitivity readers with concrete, sensory scenes. Example project A Taste of…
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ADHD While Black: Braving Your Own BrainLauren Brown35m
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…
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5 Practical Tips for a Smoother DevelopmentCésar Abraham Domínguez Garza28m
Five concrete tactics for unblocking development with examples and outcomes: use real-world logic to change art and motion so mechanics feel grounded; exploit…
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Vulnerability in Game ProductionAndrea Luc34m
Argues that vulnerability is a production tool that improves team health and retention for marginalized creators, backing that with industry stats (62% men…
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Creating Compelling Characters Through the Lens of Belle AutomataJessinia Saunders26m
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…
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Game Monetization: How We Got Here and Where to GoJohnny Liu18m
Survey of monetization traces a clear line: cartridge-era one‑time purchases, subscription MMOs, arcade‑style microtransactions turned into app catalog…
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Manga & Comics is Narrative Design: Crafting Story Scene By SceneAdanna Nedd17m
Argues that narrative design = story + gameplay and shows concrete tools: panel-by-panel comparisons, storyboards and branching storyboards, GIF prototypes and…
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Made out of Meat: Human Corporeality in GamesTyriq Plummer28m
Argues that representing bodies matters and lays out four concrete approaches: abstraction (traditional HP and status effects), simplification (Ivan‑style…
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Your Gaming Expertise IS Your Key to BusinessKariz Matic21m
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…
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Dev Interview: Business Heroes - Food Truck Simulation20m
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…
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Dev Interview: Wrestling With Emotions23m
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…
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2D Animation for Games the Notion Games Way!Andrew Augustin26m
Notion Games shows a repeatable pipeline: thumbnail → pencils → inks → flats → shadows applied per asset, using Photoshop, Procreate, Wacom tablets/Cintiq for…
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Why Games Need More Unlikeable ProtagonistsLouisa Atto27m
Argues that likeable protagonists breed predictable stories and lost opportunities, citing 90% chose Paragon in Mass Effect and concrete scenes: Joel shoots…
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Puzzle Design from lived experienceMostafa Haque36m
Turns personal incidents into concrete puzzle mechanics: a sleepless-night hangover cure becomes a timed inventory blend ingredients to cure a hangover puzzle…
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Presence in Practice: Affinity & Contrast in Game UXAhmed Salama27m
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…
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How to Set up Game Key Art and Logos for SuccessRachel Runa31m
Recommends building a very large, layered PSD as the source master (save lighter PSD cutdown versions), use Adobe Photoshop smart objects to avoid quality…
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F.A.R.T - a 4 step guide to break into the industry for self taught sound designersJamie Lee31m
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…
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Virtual Songlines: Exploring Indigenous Culture Through Virtual RealityBrett Leavy29m
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…
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