| 1. | BAFTA Games: How We Can All Level the Playing Field | Develop:Brighton 2024 | 0 | |
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| 2. | Jens Andersson & Peter Ward, Machine Games Keynote Interview | Develop:Brighton 2025 | 3 | |
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| 3. | KEYNOTE: Supporting Indies and Creativity in Game Development | Develop:Brighton 2024 | 2 | |
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| 4. | KEYNOTE: The State of Games: Platforms, Funding and the Future | Develop:Brighton 2024 | 0 | |
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| 5. | Neopets at 25 Game IP Evolution and Building Multi dimensional Experiences | Develop:Brighton 2024 | 0 | |
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| 6. | Dropping the Mask - Neuro Inclusion for Wellbeing Productivity and Staff Retention | 1 | |
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| 7. | The Real-Time Pitch Review | 0 | |
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| 8. | Own Your Niche Find Your Fans with Audience | Develop:Brighton 2024 | 0 | |
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| 9. | Why Attend Develop Brighton | 2 | |
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| 10. | Designing Games for Influencers and Why that Might Not be the Best Idea | 3 | |
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| 11. | How to Get Banned from the App Stores: An Intersectional Approach to Mobile Development | 1 | |
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| 12. | A Generalist AI Agent for 3D Virtual Environments | Develop:Brighton 2024 | 3 | |
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| 13. | AAA Car Sound Masterclass | 0 | |
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| 14. | Getting Started Developing for Apple Vision Pro Using Unity | Develop:Brighton 2024 | 0 | |
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| 15. | Mastering Discoverability: How to Attract and Nurture Your Game’s Audience | 0 | |
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| 16. | Game On: Navigating Crisis with Creative Video Game Marketing Strategies | Develop:Brighton 2024 | 0 | |
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| 17. | From Ka to Boom General Learnings From Creating an Explosion Sound Library | 0 | |
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| 18. | Empathy Through XR | Develop:Brighton 2024 | 0 | |
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| 19. | Sensitive Content: Telling a Challenging Personal Story in The Quiet Things | Develop:Brighton 2025 | 2 | |
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| 20. | Pingle Studio XD Networking Tech Vs Game Design Challenges and Taking Advantage of Tech Constraints | 0 | |
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| 21. | Mixing AAA Games – Process, Collaboration & Systems | 0 | |
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| 22. | UXpected Me to Talk About UI: Prioritising Players Throughout Development | 3 | |
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| 23. | What’s New and Upcoming for Unreal Engine in 2023 | 0 | |
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| 24. | Directional Light Shadows Compute Time Slicing Optimization | Develop:Brighton 2024 | 3 | |
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| 25. | Assassin's Creed Nexus VR Delivering A Performant Living World in Mobile VR | 5 | | Assassin's Creed
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| 26. | PlateUp! – A Recipe For Success. Or Why Wishlists Don’t (Always) Matter | 0 | | PlateUp!
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| 27. | The Art of Leading Leaders | Develop:Brighton 2024 | 0 | |
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| 28. | Bitmaps and Pieces: Tips and Tricks Learned from Working as an Art Generalist | 1 | | No Man's Sky
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| 29. | Building Cohesive Worlds with Traditional and Emerging Art Pipelines | 2 | |
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| 30. | Jane Perry Keynote Interview | Develop:Brighton 2025 | 3 | |
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| 31. | A Developer s Guide for Raising Money from Venture Capitalists 1 | 1 | |
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| 32. | What’s Next in Mobile: UA, Crossplatform, Hybrids and More… | 0 | |
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| 33. | How To Create A Games Studio In 10 Easy Steps (With Some Hard Lessons Along The Way) | 4 | |
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| 34. | Cross Platform in Action - Taking a Game from Mobile to Console | Develop:Brighton 2024 | 1 | | Catalyst Black
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| 35. | Why You're Already Out Of Touch on TikTok | 0 | |
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| 36. | Tips and Insights on Narrative Design from Leading Writers | Develop:Brighton 2024 | 1 | |
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| 37. | Demystifying Public Funding for Games Studios | 0 | |
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| 38. | In The Room: Running and Participating in Modern Writers’ Rooms | 0 | |
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| 39. | The One Thing Every Game Needs | 1 | |
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| 40. | Caroline Marchal - 2024 Keynote Interview | 1 | |
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| 41. | Sam Lake Keynote Interview | Develop:Brighton 2025 | 105 | |
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| 42. | Closing the Gap - Designing Levels for a New Genre in Rollerdrome | 0 | | Rollerdrome
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| 43. | Anthology of Accessibility Research Advocacy Accessibility Tags | 0 | |
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| 44. | Kristian Segerstrale on Develop | 0 | |
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| 45. | Charity Joy on Why You Should Speak | 0 | |
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| 46. | Still Wakes the Deep: Tentacles and Water | Develop:Brighton 2024 | 0 | | Still Wakes the Deep
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| 47. | They’re Just Not That Indie You: Five Mistakes Devs Make When Pitching to Press | 0 | |
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| 48. | Shaping Your Future: Ukie is Here to Help | Develop:Brighton 2024 | 0 | |
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| 49. | Under Pressure: A Football Manager Narrative Design Journey | Develop:Brighton 2024 | 0 | | Football Manager
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| 50. | Challenges in Creating a Completely New IP | 0 | |
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| 51. | Unraveling Player Dynamics: Behavioural Retention and its Impact on a Mobile Game Growth | 0 | |
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| 52. | Creating Authentic Sound for Farming Simulator | Develop:Brighton 2024 | 1 | | Farming Simulator 25
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| 53. | 7 Things I Wish I d Known About Creative Leadership | 0 | |
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| 54. | Develop:Star Awards 2025 Highlights | 2 | |
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| 55. | A Very British Horror Story: The Making of Still Wakes The Deep | Develop:Brighton 2024 | 1 | | Still Wakes the Deep
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| 56. | The Queen's Gambit: How We Developed Our First Mobile Game, for Netflix | Develop:Brighton 2024 | 0 | |
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| 57. | Des Gayle on Why Speak at Develop:Brighton | 6 | |
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| 58. | Unlocking The Power of Paintings in ‘Please, Touch The Artwork 2’ (a double post mortem) | 0 | |
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| 59. | Five Practical Production Hacks | 0 | |
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| 60. | Concept Art In Returnal: How Creative Principles Shaped Returnal’s Visual Development | 1 | | Returnal
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| 61. | The Games Industry 2024 Survival Guide | Develop:Brighton 2024 | 0 | |
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| 62. | The Developer's Wishlist: How Publishers Can Win Top Talent | Develop:Brighton 2024 | 1 | |
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| 63. | Lisa Ridley on Why Speak at Develop:Brighton | 2 | |
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| 64. | Mobile Game Artist 2024 Edition | Develop:Brighton 2024 | 0 | |
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| 65. | Highs and Lows of our Quest to find a Category Defining Game | 0 | |
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| 66. | Indie Marketer's Lament: Stop Winging It! | Develop:Brighton 2024 | 0 | |
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| 67. | Knowing When to Stop | 0 | |
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| 68. | ID@Xbox: How Indie Devs Continue to Push the Envelope in Gaming | 0 | |
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| 69. | Blockchain to Bring Games to the Next Level | 0 | |
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| 70. | Beyond the Chatbot: Leveraging AI for More Captivating Experiences | Develop:Brighton 2024 | 1 | |
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| 71. | A Standout Launch Campaign Restrospective | 0 | |
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| 72. | Maximizing AI's Potential Without Diminishing Human Value | Develop:Brighton 2024 | 1 | |
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| 73. | Content Creators Meet Indies with Games to Launch | Develop:Brighton 2024 | 1 | |
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| 74. | Why You Don't Need A Publisher For Your Indie Game | Develop:Brighton 2024 | 3 | |
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| 75. | Maximising Impact with AI: Ethical Strategies for Developing a Top-Rated Game on a Modest Budget | 0 | |
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| 76. | Embracing Esports for Small to Medium Sized Studios | Develop:Brighton 2024 | 0 | |
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| 77. | Romance Storytelling in Games | Develop:Brighton 2024 | 0 | |
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| 78. | Jazeena McCallum on Why Speak at Develop:Brighton | 1 | |
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| 79. | Creating a World from a Word | Develop:Brighton 2024 | 1 | |
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| 80. | What Games Marketing Actually Works in 2024 | Develop:Brighton 2024 | 1 | |
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| 81. | Cracking Early Access – From Design to Development – Lessons From the Front Line | 1 | |
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| 82. | Stuck in the Middle With You: Translating Between Business and Creativity as a Producer | 0 | |
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| 83. | Why a Thriving Community is Essential for a Game’s Long Term Survival | 2 | |
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| 84. | Key Insights and Takeaways from My Kickstarter Journey | Develop:Brighton 2024 | 0 | |
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| 85. | The Innards of F.L.E.S.H: Dead Island 2’s Gore System Dissected | 2 | | Dead Island 2
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| 86. | Revolutionising Game Worlds Development in Emergent AI | Develop:Brighton 2024 | 0 | |
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| 87. | Building Your Portfolio | 0 | |
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| 88. | Raising Money A Perspective from Both Sides | Develop:Brighton 2024 | 0 | |
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| 89. | Lego Starwars: 200+ Character States Built for 384 Playable Characters | 0 | | Lego Star Wars: The Video Game
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| 90. | XX Things That are Definitely Not the Future of Games Development | 2 | |
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| 91. | Method Madness The Rocksteady Approach To Material Layering | Develop:Brighton 2024 | 1 | |
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| 92. | Guerrilla: To New Horizons | 0 | | Horizon Zero Dawn
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| 93. | Develop:Star Awards 2025 Highlights | 0 | |
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| 94. | Observational Drawing | 0 | |
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| 95. | Everything I Learned Making Art for Illustrative Styles | 0 | |
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| 96. | Creative Partnerships - an Alternative to Gameplay Videos for Your Influencer Marketing Campaigns | 0 | |
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| 97. | Sound Effects Recording: Inspire Your Sound Design Workflow | 0 | |
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| 98. | Every Bit Counts: Effective Rendering Techniques for Sandbox Games | 6 | |
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| 99. | How to Break through: From Young Games Designer to BAFTA Winner | 0 | |
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| 100. | From alt ctrl to Touch Screens Designing for that Strange Lump in Your Pocket | 0 | |
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