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Digital Dragons @UCOXWdtUOYjKgFOQmhN8aORw@youtube.com

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Digital Dragons is one of the Europe's largest business even


03:07
Digital Dragons Conference 2024 Aftermovie
01:05
Indie Showcase 2024 Gala - Digital Dragons Conference 2024 final video report
01:07
Digital Dragons Conference 2024 day 3 video report
01:05
Digital Dragons Awards Gala and Digital Dragons Party powered by Activision
01:16
Digital Dragons Conference 2024 day 2 second video report
01:01
Digital Dragons Conference 2024 - day 2
01:01
VIP Party powered by Activision & Badge Pickup Party powered by Creepy Jar
01:05
Digital Dragons Conference 2024 Day 1 video report
00:20
Join Digital Dragons Conference 2024
04:37
KrakJam 2024 powered by Rage Quit Games
00:16
Take part in Indie Showcase & Digital Dragons Arena 2024
00:17
Become a speaker at Digital Dragons Conference 2024
00:18
Join Digital Dragons Conference 2024
46:03
The insiders guide to attending live gaming events and showcasing your game like a pro!
50:33
Michał Gembicki - Kickstarter for Indie Developers
43:20
Panel: Design for the future - Level up with Forever Games
56:14
A path from employee to employer - tips to kick off your game studio without investors
47:14
Tomasz Dietrich - Why can't we just work? How not to suffocate your teams with scrum
50:54
Ian Hunt - Building companies and culture 101
46:03
Anna Boczar-Przybylik - The players-focused approach throughout the game development cycle
51:06
Ljubica Garic - Recruiter are not answering my emails - what do I do?
49:47
Fireside Chat with Mikael Kasurinen, Control Game Director Remedy Entertainment
46:20
Marcin Pieprzowski - OA Sapper Guide - Stable Releases and Controlled Explosions
34:24
Tomasz Gop - The Paradox of Fun VS Done
48:43
Adrian Fuentes Vazque - The Future of Game Design: From Paper Designers to Product Owners
43:01
Piotr Cieślak - UX for designers - How to avoid nightmares of our own making
43:40
Marcin Kluzek - Ghostrunner Level Design Production Pipeline
46:53
Practical look at remote small team management across multiple teams and companies
42:39
Julia Szynkaruk - Beautiful and functional: how to ensure quality of art in AAA game
52:13
Łukasz Hacura - From a Sustainable Company to an AA Developer
47:11
MIkołaj Szwed - Localizing Cyberpunk 2077 - the team, the tools and the approach
44:24
Szymon Sirocki - How to not default on technical debt?
38:01
Timothee Engel - From Singleplayer to Multiplayer - Reframing the Gameplay Development Mindset
31:29
Wiktor Mazur - Bakery - how to cook two games in one stove
40:22
Leszek Górniak - 7 tips for switching to Multiplayer in Unreal Engine
34:29
Szymon Kurek - Writing custom Unreal Engine commandlets for fun and profit
48:33
Jacek Szymonek - Behavior Places - breathing life into the world of Dying Light 2: Stay Human
54:26
Colin Walder - Sounds of Night City
52:17
Roland Reyer - Procedural Polygon Generator in Bifrost
38:08
Fabian Berda - AI mechanism in grand strategy games as an example of universal video game systems
48:09
Gareth Thomas - Reducing barriers to performance: Render Pipeline Shaders
54:12
John Fuller - The economics of developing and maintaining proprietary tech
48:07
Panel: My tech is much bigger than yours! In-huse vs commercial engines
38:22
Mateusz Baran - What is lag, and how to deal with it? Introduction to Online games development
33:22
Maciej Zamorka-Klimaszewski - Importance of Tech art in Game Development
40:28
How to take advantage of Canada's buisness environment and Montreal's creative talent pool
45:45
Greg Banas - How investors make their decisions: a tale of Bullshit Artists and Serious Devs
40:25
Deadly Sins of Trailer Making: how to avoid some of the most costly mistakes in videogames marketing
33:14
Alex Brodsky - Avoiding Common Mistakes in building a Gaming Brand
46:26
The best influencer marketing practices and the most common mistakes you can make
51:35
Marcin Świerkot - How to iterate and use crowdfunding / Early Access
48:40
Michał Dębek, Nicola Kamas - How do players think about indie games and use Steam to purchase one?
47:20
Jakub Pacura - Marketing Postmortem for House Flipper
44:16
Patryk Grzeszczuk - Reality-proof planning - how to prepare to survive on the market
46:12
Panel: If not IPO than what? Private market money for GameDev companies
49:31
Michał Azarewicz - How to profit from (what appears to be) a flop - Shing! story
45:20
How to increase wishlists & game sales from China? Growth marketing tactics & case study
45:16
Marta Fijak - Why do we need all of this design theory? Practical applications for fancy words
35:53
Maciej Binkowski - Three methods I use to get better gameplay faster
26:28
Danuta Psuty - The process of level design