Gamelab Barcelona 2019
2019-06-26..2019-06-28
Hospitalet de Llobregat, Spain
[Gamelab Barcelona 2017, Gamelab Barcelona 2019, Gamelab Barcelona 2020 Live]
who it's for
game designers, indie developers, studio founders, technical directors, narrative designers, community managers, investors
topics
physics-based swinging systems; puzzle rules as objects; Multimedia Fusion + Lua tooling; automated digital rotoscoping; rewind gameplay mechanic; interactive live-action engine; 500-person spatial audio; battle royale circle mechanic; weapon wheel and gadget systems; procedural cell generator; human moderation workflows; soft-launch KPIs (retention, LTV, CAC)
| title | author | length |
|---|---|---|
| Power and Responsibility | Ryan Smith | 59m |
Insomniac prototypes physics-based swinging in 2015, iterates for three years, and ships Marvel’s Spider-Man in September 2018 after a vertical slice, a… | ||
| Making Baba Is You,what is this? | Arvi Teikari Hempuli | 01h 02m |
Starts as a prototype at Nordic Game Jam 2017 and proves the core claim that puzzle rules can be objects you push: words like BABA IS YOU are movable tiles… | ||
| The challenges and rewards of different media | Jordan Mechner | 58m |
Prince of Persia launches on Apple II in 1989, built in tight Apple II assembly with digitized VHS rotoscoping; later projects automate that process into… | ||
| Merging Interactive Narrative with Live Action | Jack Attridge | 54m |
An eight‑person studio builds a custom engine called TouchVideo engine plus a Cookbook editor to stitch thousands of 4K clips into interactive scenes, films… | ||
| Midgard to Modern London | Cory Barlog, Stuart Whyte | 57m |
A game director describes running a five‑year rebuild that shrinks then balloons to five years of work, inventing a no‑cut camera that forces new AI, animation… | ||
| A Hitchhiker's Guide to the Metaverse | Philip Rosedale, Alexis Bonte | 57m |
History of Second Life becomes a concrete playbook: a user-driven economy handling about $600–700M transactions/year across ~1M active creators, an internal… | ||
| PUBG , making the game that changed everything | Brendan Greene, Rami Ismail | 52m |
A modder ports an Arma 2 Battle Royale into a standalone using a simple circle mechanic instead of hard-to-code squares, runs servers manually until games… | ||
| Honor Award presentation and fireside chat | Mike Morhaime | 46m |
Chronicle of Blizzard decisions and surprising outcomes: early games like Lost Vikings get salvaged by outside art and feedback; Diablo misses holiday launch… | ||
| What do investors and potential acquirers really look for? | Alexis Bonte | 47m |
Games are a liquid, cash‑efficient market worth ~$100–140B (mobile ~$46.1B) with exits from ~$20M up to ~$10B and repeatable hits like Supercell scaling from… | ||
| Leading the way towards implicitly safe communities | Laura Higgins, Kate Edwards | 52m |
Presents concrete practices: platform hosts 50 million experiences and runs ~800 moderators with 24/7, localized teams; every uploaded audio, image and video… | ||
| The invisible thread | Daniel Sanchez-Crespo | 49m |
Studio pivots from a decade of Sony work on the Invisible saga to ship Killsquad in under two years, funded by a separate steady project so cashflow stays… | ||
| Visions of inclusivity and justice: making games for all | Katie Scott, Kate Edwards, Sarah Elmaleh, Mick Donegan, Rami Ismail | 01h 02m |
Panelists describe concrete wins and tools: a free online event translates 35 talks translated into eight languages live; a union-backed push spreads… | ||
| Gamified storytelling | Julia Noomen, Jeferson Valadares, Daniel Calabuig | 54m |
Argues that voice‑first games are viable now and describes shipped prototypes: a mobile/PC audio game called Frequencies and a voice‑driven title built by… | ||
| nothing matches | ||