~/conference

Gamelab Barcelona 2017

date:2017-06-28..2017-06-30
location:Hospitalet de Llobregat, Spain
series:Gamelab Barcelona Live · 3 editions
editions:[Gamelab Barcelona 2017, Gamelab Barcelona 2019, Gamelab Barcelona 2020 Live]

game designers, indie game developers, mobile game producers, vr and ar developers, narrative designers, live ops managers, esports organisers, streaming integration engineers

vr locomotion and haptics; mixed 360 video plus geometry; natural language character engines; narrative design without dialogue; match-three mobile productization; influencer-driven user acquisition; viewer interactivity on streaming platforms; player segmentation and non-player types; prototype-to-scale mobile pipeline; real-time TV rendering with Unreal Engine; ethereum blockchain gaming; in-app purchases versus ad monetization

titleauthorlength
The good, the bad and the uglyRami Ismail38m
An indie team builds games out of necessity and pragmatism, shipping titles like Super Crate Box (2010), Ridiculous Fishing and Nuclear Throne while juggling…
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VR and MR Will Change Everything: How Can You Take YourVander Caballero43m
The talk argues that VR and mixed reality are driving rapid change and that studios should build and test frequently rather than theorize. It presents…
Talk in Spanish on
The uncanny mirror seeing ourselves in AIEmily Short44m
Explains practical experiments: a social-model prototype Versu shows realistic NPCs ignore players so designers add a player-bias to satisfy testers; image and…
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Creativity and rootsRaúl Rubio45m
RiME is an intentionally evocative experience built without dialogue to avoid localization, with puzzles tuned to serve narrative rather than challenge…
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Creating an entertainment brand starting with a mobile gameReko Ukko38m
A mobile-first IP launches as a match‑three game built in 7 months with a 7‑person team, then grows by mixing product and marketing: integrated dev/marketing…
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Turning Viewers into PlayersAnatoly Ropotov37m
Streaming platforms add subsecond latency and native tipping, and Mixer/Twitch SDKs let viewers directly affect games. Mobile shooter Guns of Boom hits 5…
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Non player types: who is not playing and whyRichard Bartle34m
Extends the Player Types model into a two‑axis map of challenge (easy→hard) and meaning/depth (shallow→deep), using concrete examples (Pong, Tetris, Dota 2…
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Mobile gaming horizons: Taking a look from the topMikko Kodisoja44m
Supercell describes a concrete pipeline: teams form around pitches, build 2–4 months prototypes, hit a company playable milestone for whole-company feedback…
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Shaping eSports rightMike Sepso48m
Activision Blizzard lays out a franchise model for a city-based Overwatch League that delays its public launch past the Q3 week but aims for major rollouts by…
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How game technology can make TV reach new audiencesEllen Lyse Einarsen39m
A Norway startup raised about $20M to build live-capable real‑time rendering for TV using the Unreal Engine and a production product called Frontier. A pilot…
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The whole world plays games now what?Phil Harrison45m
E3 and modern console shows skew toward a shrinking hardcore top of the pyramid while mobile is the growth engine, driven by ubiquity, fast tools and companies…
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New ways of telling storiesSam Lake41m
Describes concrete storytelling experiments: Max Payne uses comic-book panels and voiceover because in-engine cutscenes were limited, Alan Wake adopts a…
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A makers guide to the MetaverseHilmar Veigar46m
EVE Online evolves from subscription to a player-driven free tier via PLEX (formalized 2008, Ascension ~2016) that lets many pay by playing; the economy runs…
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Creating and growing games IPsRichard Garriott44m
Built the Ultima series and launched Ultima Online — the fastest‑selling PC title in Origin/EA history — then prototypes a ruleset of eight virtues and a…
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Gaming on the Ethereum block chainJon Neverdie Jacobs50m
Created NEVERDIE Coin (400M supply) and Teleporter Token (10B supply) as ERC tokens on Ethereum, integrates with MetaMask and an alpha wallet, and already pays…
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Children of a lesser GodMassimo Guarini44m
Argues video games miss wider audiences mainly because of tech barriers—consoles, installs, logins and low‑latency internet create a tiny keyhole—and because…
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In App Purchases vs Ad Monetization Time to Blur the Line?Max Cavazzani45m
Etermax reports 80% of revenue from ads on Trivia Crack after 400 million downloads and 66 days at number one; the studio runs a custom mediation stack across…
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Flipping the switch on collegiate EsportsKurt Melcher43m
Created in 2014 at Robert Morris University (Chicago) as the world's first Varsity Esports scholarship program, the initiative recruits top-tier players (35 in…
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Does the world need another shooter?Enric Alvarez39m
Enric Álvarez, Creative Director and co-founder of MercurySteam Entertainment, presents updates on Raiders of the Broken Planet shortly before its worldwide…
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