Daniil Kozlovsky, Art Lead, Playkot
Anton Ivichev, Playkot
Dmitry Lebedev, Playkot
Step-by-step description of the process of creating characters for a 3D mobile game in the fantasy setting. Good and bad solutions that the Age of Magic team tried while solving the problem of building an efficient and scalable production pipeline. #MadeWithUnity
Elena will tell about a 16-month path that LingPlay has walked from a prototype to 1,000,000 installs in the first post-release week. After falling into many traps, a young team of developers did won the love of App Store and Google Play by getting 3 million downloads all over the world. The speech may be useful for both novice and experienced mobile developers, small indie teams and independent pros who are planning to create a game that would make a stir throughout the whole world.
Creating graphics for mobile FPS Guns of Boom. Problems and SolutionsDevGAMM Conference
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Dmitry Gladilin, Art Director, Game Insight
In that session were going to cover the whole process of 3D content development, including production, optimization and performance quality assurance. Dmitry would share experience and tips&tricks that team learned in process of developing mobile FPS Guns of Boom, using Unity3D engine. #MadeWithUnity
Yuri Masloyan, Lead Developer, MANU Video Game Maker
We write our render. In this report, Yuri will talk about the approach to ensure the portability of code to other platforms and the hybrid methodology on the example of their project.
Well-executed architecture decisions for game backend on UnityDevGAMM Conference
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Konstantin Chernik, zGames.
Creating backend you keep having the same architectural problems again and again: how to organize the transport, how to emulate a client / server, how to develop protocols, how to test the server. These problems are usually solved in the less optimal way, and require a lot of time for architecture premeditation. We would like to shorten this way sharing ideas which we believe are particularly useful.
Ihor Tymoshenko, CEO, StarniGames
When planning the development of a game, like any other product, usually a number of typical questions arise, the correct answer to which will help to significantly reduce development time and its cost. I try to answer the main ones to simplify the initial planning and budgeting of your product.
Porting existing games to Apple Metal API. Case study: Divinity Original Sin ...DevGAMM Conference
油
The session essentially focuses on case study of porting Divinity Original Sin 2 engine to Apple Metal API. Real-life examples are provided as well as a demo of frame capture, dissection and explanations of techniques used. The case study is followed by best practices section with advises for transitioning generic titles to Metal. The session concludes with future tech section where advanced samples of Metal rendering technologies are displayed and briefly explained.
Alexey Savchenko, Epic Games
This report will highlight the most recent changes in the version of the technology with reference to specific developments. We will take a look at best practices of development for PC, mobile and web games, also touch upon prospects for the development of applications and games for the VR.
The Future of GameMaker: How It Changes The Way to Design Games
(White Nights Conference St. Petersburg 2017)
The official conference website http://wnconf.com
The art of small steps, or how to make sound for games in conditions of war /...DevGAMM Conference
油
During a year of the war, our studio continues working and creating audio for video games. What helps us to stay productive and meet the deadlines under rocket attacks and blackouts? My short story is about choices and real steps which help us to adapt the mind and business to the new reality.
Breaking up with FMOD - Why we ended things and embraced Metasounds / Daniel ...DevGAMM Conference
油
Are you tired of being in a stagnant relationship with your game's audio system? Our team felt the same way, so we broke up with FMOD and started seeing Metasounds instead. We had to navigate some challenges during the transition, but we built custom editor scripts to automate certain processes, and we found that while FMOD made it easier to design sounds and music, Unreal provides fewer bugs. And while both Unreal Audio and Metasounds have their quirks, we decided to take matters into our own hands and build our own custom tools and features to make the workflow as efficient as we can.. Our bumpy journey from transitioning to Unreal Audio is not without any problems, but we feel like we are on the right track. We have the flexibility to create the sounds we want and take our game's audio to new heights. So if you're ready to break free from your boring audio engine, join us as we share our story of breaking up with FMOD and embracing the wacky world of Metasounds.
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The session essentially focuses on case study of porting Divinity Original Sin 2 engine to Apple Metal API. Real-life examples are provided as well as a demo of frame capture, dissection and explanations of techniques used. The case study is followed by best practices section with advises for transitioning generic titles to Metal. The session concludes with future tech section where advanced samples of Metal rendering technologies are displayed and briefly explained.
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This report will highlight the most recent changes in the version of the technology with reference to specific developments. We will take a look at best practices of development for PC, mobile and web games, also touch upon prospects for the development of applications and games for the VR.
The Future of GameMaker: How It Changes The Way to Design Games
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The official conference website http://wnconf.com
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During a year of the war, our studio continues working and creating audio for video games. What helps us to stay productive and meet the deadlines under rocket attacks and blackouts? My short story is about choices and real steps which help us to adapt the mind and business to the new reality.
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Are you tired of being in a stagnant relationship with your game's audio system? Our team felt the same way, so we broke up with FMOD and started seeing Metasounds instead. We had to navigate some challenges during the transition, but we built custom editor scripts to automate certain processes, and we found that while FMOD made it easier to design sounds and music, Unreal provides fewer bugs. And while both Unreal Audio and Metasounds have their quirks, we decided to take matters into our own hands and build our own custom tools and features to make the workflow as efficient as we can.. Our bumpy journey from transitioning to Unreal Audio is not without any problems, but we feel like we are on the right track. We have the flexibility to create the sounds we want and take our game's audio to new heights. So if you're ready to break free from your boring audio engine, join us as we share our story of breaking up with FMOD and embracing the wacky world of Metasounds.
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