| Everywhere
gamedev.world is the global game developer conference. Featuring 30+ speakers from all over the planet, all talks will be close-captioned and translate into Arabic, Brazilian-Portuguese, English, French, Hindi, Japanese, Simplified Chinese, and Spanish.
Broadcast live on gamedev.world from December 9th - December 10th, join us for the only global games conference. Learn from top developers around the planet in talks, meet other developers speaking your language, and gain global perspective on the art & business of the game creation.
A good game trailer is essential to marketing your game, but most game developers do not have extensive video editing experience. This talk will show you precisely what to put into your trailer, and what order to put it in. Good for people at all experience levels, you will finish this talk with a plan to make an exciting trailer which targets your audience at little to no cost.
Derek Lieu has 8 years of experience making trailers for games such as Half-Life: Alyx, Among Us, Firewatch, Subnautica, Viewfinder, Spelunky 2, Dead Cells, Ooblets, and many more. It's very difficult to get him to stop talking about game trailers.
Psychological safety at work is talked about a lot in the press and on social media, to increase the performance of your team. But what are we actually doing to create this secure environment? And do we really understand what is behind this desire for employee security? In this talk, I reveal 4 steps to create more security and sustainable performance in your team. Change happens through actions, before words.
I am a Game Executive and Leadership Coach with over 15 years of experience building studio and people's departments, guiding teams through change, launching games, and running Live Ops. I created in 2021 Rise and Play, a network for the conscious leaders of the gaming industry.
At the heart of every game is an idea, a concept which brings people together and drives the whole project forward. It is important to understand and focus on the process of concept development to achieve success in game development. In this talk we share our experience and process for concept development with good examples and methods to achieve success at this stage.
Computer programmer with a decade of experience in making video games. Co-creator of award winning game The Palace on the Hill.
Since it was very hard for me to start, learn and progress, and much relied on luck and chance, I felt that I needed to help change that. And thus I have been involved in game dev community work ever since. Through gamedev world, I am hoping to share my self-learned experience on ways to grow and empower local communities to further help the devs and the local industry
Been in the games industry for 10 years, developing multiplayer AA games with Unreal Engine. Also been heavily invested and included in community building since 2016, including Egypt Game Developers and #IndieGameAMonth, and currently serving as a Board member at Global Game Jam.
Award-winning narrative designer, writer & game director Hannah Nicklin explores how Saltsea Chronicles tells a story of a community rather than a hero.
Hannah Nicklin is an award-winning narrative and game designer, writer, and academic who has been practising for nearly 15 years. Hannah is now lead at indie studio Die Gute Fabrik (Mutazione, Saltsea Chronicles). Hannah is also the author of Writing for Games: Theory & Practice.
The talk will address the challenges of being a Concept artist for games. Artistic interpretation of the game, adaptation to different styles, and how to deal with technical restrictions. In addition, I will talk about efficient collaboration with the team, updating professionals with technologies and meeting deadlines, which are essential for good performance in the profession.
Concept art/Visual development with more than 4 years of experience in character creation, props, and scenarios for mobile and AA games.
Music games are a very popular genre, specially true for rhythm games. What are other kinds of music-games? How do video games play with music? How much is music involved in the game design? How do we design games for music?
Independent developer on musical games like Off-Score Project, Monkey-catching Game and Jamsterdam. Freelance programmer at Disney Spellstruck & others. Working in games since 2014.
About 18% of the world lives in modern day India. Yet there are 0 games set in what we feel is the most interesting place on Earth. This talk gets into how we are attempting to fix this with Detective Dotson.
Shalin has been in games and film for 20 years. At EA he worked on Spore and at Pixar he worked on 6 films from Toy Story 3 to Finding Dory. He runs a studio in India called Masala Games and they are building games about modern India for the whole world to enjoy!
Reaching out to content creators is a crucial way to promote your game. Mylène will share some numbers, tools and advice to maximize this opportunity. This talk is mostly for Indie devs who are looking to promote their game themself or to junior marketers.
Working in video games since 2010, Mylène is a swiss army knife of marketing. She likes to touch on all marketing aspects: strategy, press relations, influencers... She co-founded Raccoon Business, a marketing agency helping self-published studios against a revenue share.
Narrative is not just text, that's the first main point of this talk. There are several storytelling tools that can make all the difference in a game. A story can be told in many ways. Let's broaden the horizons on the narrative possibilities in a game. Concepts such as "Environmental Storytelling" and "History Highlights" that allow us to see new options beyond the text. Let's dive into the use of Geography as an element that enhances the narrative and learn lessons from how great games made use of visual language.
I started in the industry as a boardgame game designer in 2015. In 2019, taking advantage of my knowledge as a comic book writer, I became a narrative designer and since then I have worked for several companies and created my own studio, Sunblack Game Studio in 2020.
The story behind making Liyla and the Shadows of War and the impact of that game, and how a simple and short game was successfully used to tell a story that never been allowed to see the light which helped to raise awareness about a humanitarian dilemma that needed the support and attention to be resolved.
Game Designer of the award winning game Liyla and the Shadows of War
This talk explores the nuances of the Chinese market and shares actionable strategies for indie and AA developers who want their Steam games to reach a larger audience in China. Dive into the core of China's gaming culture and learn more about the preferences and behaviors of Chinese gamers. Gain practical insights on game localization and community management to overcome other challenges unique to this market. Learn how to engage with Chinese players effectively and navigate the intricacies of reviews and feedback.
I‘m a publishing producer with over 3 years of experience & a special interest in the Chinese games scene. Having worked in both Chinese and international publishers, I shipped over 10 indie & AA games across PC, consoles and mobile.
League of Legends has amazing champions, like Sylas. While developing The Mageseeker, we had the chance to explore and show the player the true level of power of these champions, ignoring the limitations of the MOBA. This talk is about the creative process behind it, showing some examples of the game.
Design Director of The Mageseeker: A League of Legends Story. She's an industrial engineer who decided to make video games for a living. She's been working at Digital Sun for over 6 years. Proud dog owner.
Struggling to effectively pitch your game? The Xsolla Funding Club (XFC) has valuable insight from evaluating thousands of pitches. We will share tools to build a pitch deck that echoes your vision, avoids common pitfalls, and gives your team the best odds of getting funded. Learn from funding expert Nathan during the Ask Me Anything session to take your game to the next level.
Nathan Sölbrandt is the Business Development Manager Indies at Xsolla. His career includes strategy consulting, raising venture capital for a Metaverse startup, and co-founding a serious games company where he was a producer for learning experiences in multiplayer virtual worlds.
The international gaming industry can often feel like an intimidatingly distant place, especially for those of us living in (and working from) the Global South. Networking with peers, working with international studios, and a sense of belonging can feel daunting given the geographical and cultural distance. This talk is aimed towards early-career devs, aiming to demystify these concerns enough to give you a starting point.
Indrani Ganguly is a game designer and the Studio Head of Duronto Games, an independent game studio from Mumbai, India. She works as a freelance game designer and marketer for a variety of independent game studios. Indrani advocates for equitable opportunities for early-career game devs across South Asia. She is a member of The Game Awards Future Class of 2022.
Join industry veteran in LATAM, Alessandro Biollo from Xsolla in the discussion of how to level up your game commercialization - the process of turning a video game or game concept into a profitable product. He will share best practices for navigating the multiple stages, including funding, development, marketing, distribution, and sales to lead you on the path to fund future projects and earn more revenue for your game.
Alessandro Biollo is an experienced Business Development & PR in the video game industry connecting game developers with strategic partners in the industry. Managed internationalization for multiple video game titles from LATAM.
Tiani Pixel and Fernanda Dias talk about the overall development of the game UNSIGHTED, from the initial ideas, pitching to a publisher, porting to consoles and release. All of this from the unique perspective of indie developers from Latin America.
Working with game development for over 10 years, specializing in art and coding. In 2017, together with Fernanda Dias, they founded Studio Pixel Punk and began development of UNSIGHTED
Atuel is an award-winning surrealist documentary game about a river in Argentina and how the global climate crisis is threatening its historical ecosystem. Developed in collaboration with documentarians, featuring real interviews, and portraying dreamlike renditions of native species and landscapes, Atuel is a poetic and meditative game that has been exhibited at festivals, galleries, and museums across the world. In this talk, Atuel's creators break down the design practices that made this hyperlocal Latin American story stand out globally.
Pablo Quarta is a narrative designer and producer. They are one of the co-founders of the Argentine game workers’ co-op, Matajuegos, and are part of the dev team behind the award-winning documentary game, Atuel. They also teach game design at several universities in Argentina.
Atuel is an award-winning surrealist documentary game about a river in Argentina and how the global climate crisis is threatening its historical ecosystem. Developed in collaboration with documentarians, featuring real interviews, and portraying dreamlike renditions of native species and landscapes, Atuel is a poetic and meditative game that has been exhibited at festivals, galleries, and museums across the world. In this talk, Atuel's creators break down the design practices that made this hyperlocal Latin American story stand out globally.
Santiago Franzani is an audiovisual designer, programmer, and artist with over 14 years of experience developing art, experimental, and serious games. He is a co-founder of the Argentine game workers’ co-op, Matajuegos, and part of the team behind the documentary game, Atuel.
Inspired by iconic titles such as "Papers, Please" and "This War of Mine," and more recent games like "Terra Nil," social impact games are reshaping the gaming landscape in a distinct way from serious and educational games. By engaging players in contemporary social issues through innovative mechanics and storytelling, these games go beyond entertainment while maintaining commercial viability. This talk is dedicated to equipping game designers with both conceptual and practical tools, empowering them to craft experiences to change the world.
Montreal-based indie game designer, she has 5 years of expertise with a focus on Narrative Design and UX, shaped by her background in Feminist Studies and History. Contributions to serious and socially impactful games include "Futuraville", "Once a Tale" and "This Bed We Made."
In this talk I will show you how to use everyday things like frying a steak, doing the dishes or boiling water to make sound effects for your game, all of that using good quality free plugins.
Rafael Schneider is an audio professional for games, with over 8 years of experience in the industry.
Sustainable game development requires a good understanding of scope and risk, but there’s times where going for a smaller version of your game hinders instead of helping! Join us as we talk about how to avoid underselling your vision early on, and the benefits of presenting the best possible version of your game and business strategy.
Ted DiNola is a programmer, designer, and oversharer with experience working at studios large and small. For the past 6 years, they've worked as a Developer Relations Engineer at Meta, providing deep dive technical and design feedback to projects launching on the Meta Quest.
Sustainable game development requires a good understanding of scope and risk, but there’s times where going for a smaller version of your game hinders instead of helping! Join us as we talk about how to avoid underselling your vision early on, and the benefits of presenting the best possible version of your game and business strategy.
Alan has worked at places like Bumblebear games (Killer Queen Arcade), Funktronic Labs (Wave Break), and is now at Oculus working on games such as the upcoming Arizona Sunshine 2. In addition he is an advisor for studios working on Escape Academy and Whisker Squadron: Survivor.
Learn about the design of the procedural algorithms created for NovaMundi, a strategy and historical exploration RPG focused on the Muisca culture of the Colombian region. The algorithms were used to generate the game's three-dimensional maps, recreating scenarios with imposing environmental features that include moors, valleys, mountains, jungles, lagoons and wetlands, while keeping the final product focused on the exploration experience over a rigorous geographical simulation. All this with the goal of providing the player with focused, character-driven scenarios that facilitate the development of memorable gameplay, as well as emergent narratives.
Indie gamedev from Colombia. He has led the development of many games including NovaMundi, a historical exploration strategy RPG focused on the Muisca culture, and Emerald Woods, a chill farmsim/roguelike hybrid. He founded the Temple of the Roguelike and Roguebasin.
It takes two to Tango, it also takes two to Waltz, and to Salsa! Even though the timing, movement, characteristic, and music are different, they're still dancing! Just like game production! Different teams call for different production processes! This talk will explore a couple of production approaches and the importance of finding what fits to the team to ensure a productive but also fun production process.
Bayan Mashat is a game developer and producer who worked with multiple interdisciplinary teams leading, designing, and launching games for startups, educational institutes, Will Wright, and Turn 10 Studios' Forza Motorsport. Right now, she's building her indie game studio, Blue Tango Street, working on their debut title "Job Will Hunting". Also, she's a ballroom dancer :)
During this presentation we will discover why it is sometimes useful to use your own game engine when you are starting out in the industry and the advantages of being your own publisher when you are an independent video game developer. As a bonus, we'll see how HTML5 web technology can take your games to the next level.
Publisher & developer of "I Can Transform" & "GravytX The Gravytoid"
A talk that will go through the most basic mistakes marketing and game developers make while trying to promote an indie game, and solutions to gather better results.
Sarah Ibañez studied animation and game design at the University of Ibero Puebla in Mexico. She currently works as a social media and project manager at Bright Gambit, a company who aims to support indie games with funding and other resources.
Portraying the vibrant Arabian Golden Age in a game comes with unique challenges, from navigating cultural nuances to building a diverse and effective team that reflects the story’s colorful cast. However, it offers the opportunity to create something truly innovative and groundbreaking. In this talk, you'll learn the strategies and tips to navigate the uncharted waters that come with portraying a world that is normally shown in a beige hue and negative light with authenticity and sensitivity instead.
Faris Attieh is the Saudi game director and founder at Lunacy Studios, in progress on a debut title about grief and legacy, set in the Islamic Golden Age. Attieh holds a bachelor's in mechanical engineering and a master's in international management, and lives in LA.
Rami Ismail is one half of award-winning Dutch independent games studio Vlambeer. Rami is an avid games advocate with a focus on independent development, and culturally and geographically diverse games. He is the creator of popular free tools such as presskit(), organizer of initiatives such as Meditations and gamedev.world, and was involved in projects such as Indie MEGABOOTH and Train Jam. For his work in games, he was awarded the 2018 GDC Ambassador Award.
Myriame Lachapelle is a games producer and project manager with a history in community management and photography. She is a passionate industry advocate and has been involved in many grassroots initiatives to improve awareness of mental health and employment rights. She has an improbable range of Twitter bots, and enjoys good coffee, good dogs, and her good cats.