Games Gathering 2019 Kiev
2019-12-07..2019-12-08
Kyiv, Ukraine
[Games Gathering 2017, Games Gathering 2018, Games Gathering 2019 Kyiv, Games Gathering 2019 Kiev, Games Gathering 2020, Games Gathering 2021 Odessa, Games Gathering 2021, Games Gathering 2022 Summer, Games Gathering Summer 2022, Games Gathering 2023 Kyiv, Games Gathering 2024 Lviv, Games Gathering 2024 Kyiv, Games Gathering 2025 Lviv, Games Gathering 2025 Odesa, Games Gathering 2025 Kyiv]
who it's for
game designers, ui ux designers, narrative designers, gameplay programmers, live-ops managers, producers, qa engineers
topics
Behavior3 behavior trees; separate player controller; ai decision logic only; character driver vs passenger; motivation as slider; post-launch free-to-play monetization; analytics event logging; mvp feature development; reverse engineering for design; pixel and frame tracing; ui workflow wireframing; long-run external playtests
| title | author | length |
|---|---|---|
| The Ten Deadly Sins of the Narrative Designer | Sergey Ten | 33m |
A narrative designer from GSC Game World reviews the ten most common mistakes made by narrative designers, illustrated with live examples from his own… | ||
| Game Design Document Version 2.0 | Oleh Medved | 22m |
A live-ops manager from Plarium explains how to reduce conflicts caused by unclear game design documents (GDDs). The talk outlines practical ways to improve… | ||
| From Idea to Game | Yuriy Sidorenko | 19m |
Explains why a core idea is crucial for a game and how to preserve that idea through the development process. Covers practical considerations for maintaining… | ||
| Embarrassing Mistakes: a short story about AI | Radoslaw Gwarek | 39m |
Uses behavior trees (Behavior3) to run up to ~800 agents making thousands of decisions per minute and producing gigabytes of debug data, which exposes concrete… | ||
| Minimalistic Approach to Crafting Memorable Characters | Ranko Trifkovic | 31m |
Claims a tiny toolkit beats long backstories: characters need an explicit driver vs passenger role, a hard‑coded goal, a tunable motivation as slider and an… | ||
| Blood, Sweat and Post-Release Game Design | Vadym Syvolap | 36m |
Vadim Sivolap from Plarium explains how to run game design for a live free-to-play project after launch. He covers post-release design techniques to meet KPI… | ||
| Reverse Engineering — an Essential 'Borrowing' Tool for the Game Designer | Yuri Sysoev | 35m |
An introduction to reverse engineering for game designers: what reverse engineering is, the main types, and common misconceptions about copying versus creating… | ||
| The Process of Creating Game UI/UX Design | Andrey Taliashvili | 18m |
A UI/UX designer from Gameloft presents a proven, practical workflow for creating UI/UX design for any type of game, illustrated with examples. The talk covers… | ||
| nothing matches | ||