Games Gathering Bratislava 2023
2023-09-25..2023-09-27
-- online --
[Games Gathering Bratislava 2022, Games Gathering Bratislava 2023]
who it's for
producers and production managers, game designers, ux designers, qa leads and test managers, liveops and backend engineers, product managers and marketers
topics
automated LiveOps backend; release management practices; QA outsourcing processes; ux process and prototyping with Figma; player emotional mapping; brand building for game IP; app store optimisation and acquisition; branching narrative systems; material creation with Substance; accessibility and adaptive controllers; cloud native development for small teams; monetisation hypothesis testing
| title | author | length |
|---|---|---|
| Design & Implementation: Automated LiveOps Backend | Chris Hong | 31m |
Claims an automated LiveOps backend that cut a 15–20 person ops effort to one person, two hours per month for a console title and a similar design for… | ||
| The 7 Habits of Highly Effective Release Managers | Stacey Yamkova | 24m |
AGS builds slots and poker titles with ~600 staff and 130 ongoing games, and treats release work as coordinating complex deployments across hardware, cloud… | ||
| QA in GameDev. How to: build outsource processes, hire right people, successfully release projects | Oleksii Rohalskyi | 35m |
Shows how Pushka Studios restructures QA for outsourcing: splits teams into 2–3 testers for single‑player, 5–6 for multiplayer, creates per‑project QA spaces… | ||
| The role of UX Designer in the team; how to efficiently built them in the production pipeline | Yevgen Filchenko | 01h 03m |
Defines UX impact with concrete practices: a checklist of six pillars (explorability, clarity, consistency, efficiency, accessibility, delight), a ten-step… | ||
| Navigating the Emotional Flow of Gameplay | Yelyzaveta Lemeshko | 33m |
A practical method for mapping player emotion across a game: define progression and key moments, predict feelings at each beat, then link narrative, mechanics… | ||
| Brand Stewardship for Budding IPs | Steve Stewart | 54m |
Studio builds brand from pre‑production, runs ideas through gates that assess fit to company vision and market viability, and codifies identity in a brand book… | ||
| Media that evolves a gamedev specialist: how, why, and where to transform knowledge into influence | Roman Povzyk | 55m |
Product analyst at Bini Games turned media practitioner says build niche influence with small consistent actions: 20 minutes a day on LinkedIn or blogs, write… | ||
| Production pipeline without clogging | Andrii Kaplia | 27m |
Claims a production pipeline unclogs when planning by Milestones with deliverables and enforcing data integrity: scope, historical capacity and linked… | ||
| Win at the start: increase the search traffic of the game application not only thanks to ASO | Olena Vedmedenko | 53m |
Explains concrete results, tools and numbers: uses Keyapp and its free analytics plus Apple Search Ads data to pick keywords, tracks rank, popularity score… | ||
| From Binary to Branching - How Danganronpa’s Linear Storytelling Inspired Inescapable | Joni Lappalainen | 46m |
A narrative system that profiles the player locally and routes them into one of four long narrative paths (Greed, Suspicion, Lust, Trust) after a 30%… | ||
| Material Creation for Games | Syed Safeer Abbas Rizvi | 49m |
Covers concrete, brick and sidewalk materials with exact practices: gather a key reference, supporting refs and light‑response shots; decide metallic vs… | ||
| Levelling the Playing Field – A Practical Guide to Accessibility in Gaming | Jacob Holden | 53m |
SpecialEffect shows a practical roadmap: about 2.8 billion gamers with ~20% (≈560 million) having disabilities, and concrete fixes that let people play. The… | ||
| Pitching For Life: How to Survive as a Game Founder in an Artsy Jungle of Business | Walid O. El Cheikh | 52m |
Pitching For Life presents pitching as a daily tool and mindset, backed by a book, workshops and a free template at pitchingforlife.com and by work in 35… | ||
| Peak Season for Gaming: how to navigate Q4 | Oleh Furdela | 22m |
Q4 drives higher demand and tougher auctions for mobile and web games so prepare budgets and creatives early: start seasonal prep 3–7 to 13 weeks before peaks… | ||
| The art of small steps. How to keep studio running and stay productive in wartime | Iryna Chaban | 35m |
Decision to act replaces paralysis and lets a small studio (Universe Music) keep shipping work under missile strikes by adopting concrete measures: portable… | ||
| Dark side of the leadership | Filip Polášek | 54m |
Covers concrete executive costs: running a 300‑person studio doing ~$40M/year, taking a CPO role six months ago and using a formal shake process to diagnose a… | ||
| How do social casinos make money? | Kostiantyn Miroshnychenko | 41m |
Explains how social casinos replace true randomness and withdrawals with heavy personalization: a prediction model forecasts spins, coins and spend and drives… | ||
| The Basics of Interactive Storytelling | Vasili Braga | 44m |
Argues that the Internal Consistency and Narrative Flow problems vanish if the player accepts a degree of coherence responsibility proportional to their… | ||
| Will You Mentor Me? Mentorship in Game Development Industry | Elena Lobova | 37m |
Claims mentorship accelerates progress by giving candid feedback, network introductions and market insights; Achievers Hub and GDB Network use mentors to give… | ||
| How can neuroscience help your prototypes | Gustav Pastucha | 44m |
Pixel Federation runs EEG helmets with Brainamics on a target 40+ “train Nation” sample to catch overlooked conceptual errors early, running seven participants… | ||
| The Healthy Gambling Cookbook | Zariana Nikolaieva | 01h 01m |
Shows how regulated markets force transparency: licensed platforms must log every event, use version-controlled certified RNGs, and submit to audits… | ||
| From Pixels to Personality: 10 Psychological Tips for Making Your Characters Appealing to Players | Michal Debek | 56m |
Research combines UX lab work, quantitative surveys and mock reviews and tests responses from 113 Polish midcore–hardcore gamers. Key findings: Geralt tops… | ||
| Cloud Native Development Level Up for Smaller Teams | Yoyu Li | 51m |
An indie studio demonstrates concrete cloud moves: Google Sheets via service account feeds Unity; GitHub Actions for conversion, format checks and… | ||
| Genre matters: Where is the money in mobile gaming? | Martin Macmillan | 44m |
Recommendation: focus on genres that hit 60–180 day break even (uac payback 3–9 months) rather than hyper‑casual velocity or year‑plus puzzle/social casino… | ||
| Reinventing Game Launches: A Framework for Success | Jesse Lempiäinen | 41m |
Framework claims: involve real players from day one to avoid expensive late failures, run small paid market tests and iterate. Uses meta ads to App Store Pages… | ||
| Mobile game soundtracks as fan service | Ruslana Kruchek | 33m |
Case study of an animal‑simulator Ocean World expansion shows a concrete workflow: research competitor soundtracks, avoid mermaid vocals, build an audio legacy… | ||
| How to make an adventure game if you don’t know how to code | Illia Onyschenko | 48m |
Builds a co-op detective adventure with the Twine engine and adapts it for live Zoom play; uses Twine for logic, MidJourney for art (2,500 rerolls to pick 70… | ||
| Working With Voice Actors | Mike Bodie | 41m |
Covers concrete hiring and session rules: typical English buyouts run £175–£500 buyout regardless of hours, expect remote auditions and vendors to handle… | ||
| Algorithm of monetization hypotheses testing and gaming projects launching | Alex Plk | 22m |
Procedure for turning an idea into a paying product: analyze competitors’ funnels, break monetization features into rated components and calculate current… | ||
| Guide to partnership ethics = all good practices and deadly traps of working with external partners | Bartosz Lewandowski | 40m |
A five‑pillar ethics model called S.M.A.R.T. spells out concrete rules: Symmetry (deadlines are a joint problem — 150,000‑word localization squeezed into 2.5… | ||
| nothing matches | ||