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Fireside Chat with Jakub Dvorský

Panelat Games Gathering Bratislava 2022 · 2022-10-18..10-21· [game-development]
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Amanita Design narrative: started as a one‑person studio and grows into 27 people across four teams, self‑publishing hand‑crafted adventures like Machinarium, Botanicula, Samorost, Creaks, Pilgrims and Happy Game. Development takes years: at least a year of ideation, months of art‑style prototyping, and heavy in‑house audio collaborations (Phlox, Hidden Orchestra, Joe Richardson). Studio abandons Flash and now uses Unity; current projects include Phonopolis, a dystopian city with a narrator (first use of text), plus a tabletop experiment. Independence, careful hiring, and rigorous playtesting drive decisions.

AI-written summary · about

  1. 0:00Welcome
  2. 0:49Returning to live events
  3. 1:51Jakub’s path to game dev
  4. 3:48Czech animation influences
  5. 4:33Early career projects
  6. 6:43Founding Amanita Design
  7. 8:08Creative process behind games
  8. 11:25Narrative without words
  9. 13:56Sound and music in storytelling
  10. 16:03Growing to 27-person team
  11. 18:12Managing creative team
  12. 20:00Balancing management and creativity
  13. 21:06Pandemic impact on Amanita
  14. 22:30Current and upcoming games
  15. 26:11Remaining an indie studio by choice
  16. 28:16Indie scene evolution
  17. 31:12Marketing for indie games
  18. 33:03Playing other indie games
  19. 36:00Reflecting on Flash
  20. 37:27Trends and advice for devs
  21. 39:39Finding inspiration and passion
  22. 42:28Exploring other media
  23. 43:58Advice to younger self
  24. 45:59Supporting new talent
  25. 50:15Standalone vs sequels
  26. 52:48Tumblr controversy
  27. 55:18Self-publishing strategies
  28. 57:25Designing puzzles
  29. 1:01:45Subconscious creative growth
  30. 1:03:31Closing remarks
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