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Game Industry Conference @UCqIOZap9912nFur6wwR-7pg@youtube.com

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Recorded talks from Game Industry Conference, the biggest ev


01:08:54
DBAA: Managing an Engineering Team in Gamedev - Peter Sikachev || Virtuos Warsaw ||
39:20
Data-driven Worlds: How to Gather and Process Valuable Data - Hubert Mielnik
25:10
Supporting Game Design with Evolutionary Algorithms - Maciej Świechowski || QED Games ||
44:47
Making Games for Good - Maria Burns Ortiz || Global Game Jam ||
26:57
Managing the Wizards Tower - how to produce technology - Jan Kleszczyński || Techland ||
41:42
Towards Cross-Platform Floating-Point Determinism - Guy Davidson
39:02
From the idea to the finished game - the Level Designer path - Anna Oporska-Szybisz | Bloober Team |
26:17
Achieving Stable Test Automation for Unity Mobile Games - Aleksander Czeszyk | Ten Square Games |
48:48
Allegorical Distance: The Challenge of Creating Cultures - Kate Edwards || Geogrify / SetJetters ||
53:28
Facing Reality, The Implications of “Adding” Multiplayer - Timothee Engel || GameFabric by Nitrado |
49:10
Multiplayer First Design - Defying the Status Quo Safely - Alexander Brazie | GameDesignSkills.com |
37:18
Layers of Fear narrative animations - What could we improve? - Marcin Sordyl || Anshar Studios ||
48:49
Levels Unlocked: A Journey Through Level Design - Denys Zosym || Played With Fire ||
54:14
Designing for permanence: medium for meaningfulness in games - Daniel Ramotowski || CCP Games ||
55:25
Rethinking video game studios typology and growth strategies - Jakub Ryfa || Fool's Theory ||
29:07
World of Tanks PC: Audio Construction Kit for Random Events - Vitalii Dernovyi || Wargaming ||
50:27
Tutorial is a lie: how to help players learn your game - Adam Mirkowski || 11 bit studios ||
28:57
How to optimize your Niagaras - Paweł Charzyński || 11Bit Studios ||
54:15
Getting Games Done - a gamedev guide to GTD methodology - Łukasz Hacura || Anshar Studios ||
55:50
Physically Based Rendering: Putting Pieces Together - Paweł Stolecki || CD Projekt Red ||
49:09
UE5 Server Optimizations for Shrapnel - Juan Gomez ||Sperasoft||
33:19
Words don't come easy to me - how to write better dialogue? - Maria Borys-Piątkowska
27:22
Finders Keepers. How to navigate free tools and free IP. - Tomasz Gadomski ||11 Bit Studios||
52:58
Changing the engine and keeping sanity. Story of Frostpunk2 - Aleksander Kauch ||11 bit studios||
49:47
We finally meet Mr Bond: Ken Adam's sets and level design - Danuta Psuty || Rebel Wolves ||
34:53
#BestTalkAward UI Design System: what is it and how to use it in your game? - Marta Słupska
57:39
#BestTalkAward The UI must not fall Frostpunk 2 interface in Unreal Engine - Krzysztof Taperek
52:55
#BestTalkAward Not only numbers what else to consider when balancing games - Kala Janowska
01:00
GIC'24 Video Summary!
51:41
The VR publishing landscape including hot tips how to pitch! - Patrick Liu || Fast Travel Games ||
47:23
Dumpster Fire: Gamedev Comedy Special - Artur Ganszyniec || BLANK ||
28:12
Let There Be Light: 3 workflows for UE5 atmosphere creation - Frank Radecki || Bloober Team ||
45:09
O3DE Overview: Features of the Open-Source AAA Game Engine - Grzegorz Ochmański || AWS ||
28:44
How to generate Pixel Perfect 2D levels in Godot 4 with the help of Generative AI - Mat Rowlands
37:36
Financial controlling – level up your performance in gamedev - Agata Hacura || Anshar Studios ||
57:56
From Reverse-Engineering to In-Game Tools: Modding Support - Michał Szklarski, Juliusz Kopczewski
58:39
How to Self-fund a 20 Million Euro Space Action RPG - Michael Schade || ROCKFISH Games ||
37:31
Cooperation over competition - design and code for game UI - Dominika Góral, Jessica Szarek
01:23
GIC'23 Video Summary!
55:43
UX Design Demons - Mikołaj Marcisz || Vavel Games ||
34:34
Extending the Unreal Editor: A risky long game. - Łukasz Nowak || QED Games ||
58:51
Game Source Journey: From IDE to Executable - CI/CD at FlyingWildHog - Mikołaj Kurcin
51:42
Creating art direction for POSTAL: Brain Damaged - Łukasz Szybałdin || Hyperstrange ||
24:24
"Who approved this?" - why low quality assets and features end up in released games - Leszek Górniak
27:42
Color psychology in UX/UI and game design - Karolina Cieślak || PixelAnt Games ||
50:37
The Story of Mighty WHY: Gaining Clarity Through Disruption - Ranko Trifkovic
01:00:00
Roadwarden: The Pyramid Of Design For A Narrative Game - Aureus Gaj || Moral Anxiety Studio ||
21:17
Hardsurface Modeling Techniques for Games - Pedro Augusto || Ten Square Games ||
50:28
Developing with confidence: automated tests in Unity - Patryk Fijałkowski || GameSwift ||
57:05
Automate your Unity lifestyle, from development to testing and release stage - Michał Stankiewicz
57:40
The Rhythms of f2p games - Teut Weidemann || Stratosphere Games GmbH ||
54:06
Dual Realities: Level Design for Diverse Play Styles in VR - Denys Zosym || Played With Fire ||
27:46
The power of positive representation in games - Charly Harbord || Global Game Jam ||
56:19
Games as Digital Therapeutics - Noah Falstein || The Inspiracy ||
01:02:45
ADHD in the games industry - Borys B. Trienin
28:31
Approaches to designing projectiles for players and AI - Chris Proctor || Bungie ||
25:22
The Power of Personalization In Gaming - Noga Atar || Playtika ||
59:11
A few words about leadership in code teams - Grzegorz Wątroba || PixelAnt Games ||
56:49
A game developer's guide to the Chinese market - Damian Jaśkowski | Indie Games Poland Foundation |
26:25
From indie to AA while creating a game dev studio - Milos Hetlerovic || Ebb Software ||