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Konsoll 2018

In 2018 Konsoll took place at Grand Hotel Terminus from the 1st to 2nd of November. Speakers include Anette Ståløy, Raph Koster, Oliver Franzke, Molly Maloney, Erik Stirpe, Gary Napper, Oskar Stålberg, Mario Valle, Teodor Bjerrang, Dan Thronström, Ella Romanos, Dave Sharp, Brie Code, Jake Clark, Gwen Frey, Charlene Putney, Johnnemann Nordhagen, Felicia Prehn, Barrie Ellis, Ali Cedroni, Leanne Bayley, Alex Trowers, and Even Mehl Amundsen. A special thank you goes to Håndlykken Media for filming, and AnnleisFilm for editing the talks.

indie game developers, narrative designers, game designers, game programmers, game artists, producers and studio founders, ux and accessibility designers

domain specific scripting systems; Lua scripting in pipelines; remastering with bytecode swapping; wavefunction collapse tilesets; low-res 3D ambient occlusion baking; billboarded unit rendering; hand-drawn paper animation frames; Twine prototyping for branching; vr locomotion and presence design; remappable inputs and adaptive hardware; investor funding shapes and expectations; kickstarter and indie funding playbooks

titleauthorlength
Ten Lessons LearnedRaph Koster54m
Twenty-five years of game work boils down to concrete habits and accidents: keep learning across law, economics, UX and AI; build for 500 MHz servers with…
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The revolutionary technology behind Monkey Island and Grim FandangoOliver Franzke59m
SCUM is a domain specific scripting system that lets designers write gameplay as stage‑like scripts and it ships in roughly 50 games, enabling fast iteration…
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Writing & Narrative Design: A RelationshipMolly Maloney, Eric Stirpe58m
Explains how Telltale split responsibilities so writing owns characters and narrative beats while narrative design owns player-facing choices, branching and…
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Game design for VR: Breaking RulesGary Napper53m
Argues that many VR "rules" get broken successfully and gives concrete examples: frame rate must stay locked or players feel ill; movement needs bespoke design…
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Developing The Bad North LookOskar Stålberg56m
Procedural islands assemble from artist-authored 3D tiles using wavefunction collapse, about 400 tiles in the final set, with some modules spanning multiple…
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Money TalksMario Valle, Teodor Bjerrang, Dan Thronström, Ella Romanos, Dave Sharp58m
Panelists lay out concrete deal shapes and expectations: project funding commonly covers $100k–$1.5M with revenue-sharing deals (about 30% of sales), while…
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Friends ForeverBrie Code47m
Builds a small app called Hashtag Self-Care using game AI patterns, simple top‑down mini‑games (color‑coded word puzzles and brushing circles) and…
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Cuphead - Creating Djimmi the GreatJake Clark58m
Walks through designing Djimmi the Great for Cuphead from sketch to shipped boss: concept sketches, reference study, then traditional ink and watercolor…
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3 Steps for Founding a Successful Indie StudioGwen Frey01h 03m
Three concrete playbooks: three steps: AAA job, layoff, Kickstarter (used to launch The Flame in the Flood), or work full‑time unpaid with a six‑person team…
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Delightful Dilemmas: Writing For Choice-Based NarrativesCharlene Putney56m
Practical, example-rich session on making choice-driven story moments: starts with warmup techniques like morning pages and breathing, then gives prompt tricks…
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The Process of Creating an Experimental Commercial Indie GameJohnnemann Nordhagen56m
Build is a commercial indie narrative game called Where the Water Tastes Like Wine with a 3D overworld, 2D branching conversation vignettes, and about 200,000…
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Accessibility PanelFelicia Prehn, Barrie Ellis50m
Claims that accessibility is niche, expensive or ruins games get rebutted with concrete examples and numbers: subtitles benefit everyone, about 13% of males…
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