Konsoll 2013
2013-10-03..2013-10-04
Bergen, Norway
Konsoll ·
[Konsoll 2013, Konsoll 2015, Konsoll 2016, Konsoll 2017, Konsoll 2018, Konsoll 2019, Konsoll 2020, Konsoll 2021, Konsoll 2022, Konsoll 2023]
as the organisers put it
In 2013 Konsoll took place at Litteraturhuset in Bergen from the 3rd to 4th of October. Speakers include Emmy Jonassen, Alex Trowers, Ken Wong, Ole Andreas Jordet, Ernest Adams, Luke Dicken, Dag Scheve, Jory Prum, and Nils Anderssen.
| title | author | length |
|---|---|---|
| Dreams of Electric Sheep - Aspirations for the Future of Game AI | Luke Dicken | 01h 06m |
Argues that graphics and new consoles don’t solve the real bottleneck: understanding players and meaning, not raw horsepower. Cites Bioshock Infinite’s… | ||
| Kickstarting Your Production | Ole Andreas Jordet | 52m |
konsoll.org - Ole Andreas Jordet talks about how Kickstarter helped Among the Sleep, and their experiences from doing so. | ||
| Making a great sounding Unity game | Jory Prum | 55m |
Unity ships with one-sound-per-event audio, so the team replaces it with the third-party Fabric add‑on and implements layered, randomized events that keep… | ||
| Making Games Is Easy. Getting Paid Is Hard | Alex Trowers | 59m |
Claim: making games is easy but selling them is not. Describes free modern tools and distribution channels, contrasts solo/indie vs. 50–150‑person triple‑A… | ||
| Marketing Indie Games on a $0 Budget | Emmy Jonassen | 53m |
95% of indie games never turn a profit and only 25% of iOS indies ever make $30,000, so marketing matters: a small team’s Monkey Labor sells 1,000 copies at… | ||
| Writing for Games - A Backstory | Dag Scheve | 46m |
Practical rundown: games need a deep bible creation and style guide to keep thousands of assets and 200+ developers consistent; MMOs demand massive output (six… | ||
| Triple-A, Indie, and why you shouldn't care | Ken Wong | 54m |
Compares making Alice: Madness Returns under EA — milestone funding, certification help, Dark Horse art book and a contentious box logo choice — with solo iOS… | ||
| The Future of Computer Entertainment to 2050 | Ernest W. Adams | 01h 06m |
Forecasts three concrete fronts: hardware, markets, and aesthetics. Predicts real-time ray tracing, inverse kinematics and true locomotion for lifelike motion… | ||
| nothing matches | ||