1. | SGC18: Daniel Lindholm - Workshop - Composing in a Flow state: No templates, no plans, just feelings | 2:04:19 | |
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2. | SGC20: Direction, narrative & creativity - The road to writing a universe | 1:30:22 | |
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3. | SGC20: Using chaos as a creative tool - Make the right noise to success | 1:19:45 | |
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4. | SGC20: Walking trough the character creation process of Overwatch - The future of game tech | 1:15:11 | | Overwatch 2
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5. | Kan dataspel säkra Sverige som framgångsrik IT-nation? | 1:11:41 | |
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6. | SGC21 - Game Developer Index and Opening Panel | 1:09:42 | |
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7. | Let's talk about - Running game projects | 1:09:32 | Discussion |
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8. | SGC16: Inclusiveness panel | 1:09:14 | |
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9. | Let's talk about - Working as a Game Dev | 1:07:35 | Discussion |
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10. | Let's talk about - Hiring Game Devs | 1:05:56 | Discussion |
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11. | Panel - Welcome to the games industry! | 1:05:32 | |
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12. | SGC18: Games and Politics - The panel | 1:04:18 | |
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13. | Creative Direction, Business Cases & Honest Feedback - Rami Ismail (Vlambeer) | 1:03:54 | |
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14. | Så kan utbildning och forskning göra Sverige till en världsledande dataspelsnation | 1:03:29 | |
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15. | SGC18: Narrative Panel / AMA | 1:02:17 | |
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16. | SGC18: Emily Grace Buck - The Human Cost of Game Development: A Former Telltale Dev's Post-Mortem | 1:01:50 | |
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17. | SGC21 -Rami Ismail - The Rami Talk | 57:56 | |
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18. | Teaching to Fish - Raph Koster | 57:34 | |
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19. | SGC18: Patrick Prax - Player creators as self-determined hedonists? | 56:57 | |
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20. | SGC21- Panel -Is Your Project Viable | 56:06 | |
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21. | SGC21 - Panel - Current Challenges For Indies | 55:58 | |
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22. | SGC20: Breaking into the industry - All About That Reel | 55:47 | |
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23. | SGC18: Rich Metson - Data is your most powerful weapon | 55:11 | |
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24. | SGC18: Conference opening | 55:07 | |
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25. | SGC18: Christy Dena - Worldbuilding our World | 54:49 | |
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26. | SGC18: Aleksander Kauch - Gears of Society: Programming Frostpunk | 54:40 | | Frostpunk
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27. | SGC21 - Panel - Compromising Art | 54:18 | | League of Legends
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28. | SGC18: Alexey Izvalov - Players' demand of political component in mobile strategy games | 54:11 | |
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29. | SGC20: Imposter's Guide to Game Design - Be the one to make the fun | 54:00 | Guide |
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30. | Erik Nilsson The Art of Bloodhunt | 53:42 | |
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31. | Markus Boberg The Problem With Multiplayer | 53:27 | |
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32. | SGC21 - Panel - The Elephant In the Room | 53:16 | |
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33. | SGC21- Linda Inghammar - The Art of Feedback | 52:58 | |
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34. | SGC21- Sanny Syberfeldt - Random Challenges | 52:40 | | FTL: Faster Than Light
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35. | SGC16: Hear the board - A panel with Swedish Games Industry | 52:38 | |
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36. | SGC21- Oskar Stålberg - Beyond Townscapers | 52:01 | |
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37. | SGC18: Audra McIver - Marketing your game in the 21st century | 51:45 | |
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38. | SGC21 - Arcade Berg - The Absolute But Subjective Truth | 51:29 | |
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39. | The Multiplayer Classroom, Collateral Learning and You - Lee Sheldon | 51:22 | |
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40. | SGC18: Peter Fodor & Pär Hultgren - Growing a Niche Mobile Game From The North of Sweden | 51:05 | | Journey
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41. | From 5 Vikings To 5 Million | 50:50 | |
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42. | SGC21- Oda Tilset och Martin Kvale - Shouting Across Boarders | 49:52 | |
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43. | SGC18: Kristian Lundquist - Serious Games & Creative Business Models | 49:37 | |
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44. | Lessons Learned - Chris Avellone | 49:11 | | Planescape: Torment
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45. | SGC18: Jillian Mood - Leading Companies & Global Initiatives in the Game Industry | 49:03 | | Leading Company
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46. | SGC21 - Panel- Organic Or Accelerated Growth | 48:48 | | Dota 2
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47. | SGC21- Panel - Music and Sound Making | 47:52 | |
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48. | SGC18: Colin McComb - Kittens on Fire: Designing immersive storytelling | 47:29 | |
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49. | SGC18: Annette Stavenow Eriksson & Tommy Persson - Objection! Reasons to use a video game lawyer | 47:28 | |
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50. | SGC16: Kate Edwards - Developing The Game Industry We Deserve | 46:47 | |
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51. | SGC18: Martin Kvale - Digital Nomad | 45:58 | |
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52. | SGC18: Agnieszka Jakobson - Company culture: Epic battle | 45:49 | |
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53. | SGC20: Pitch Your Game - Round 2 | 45:44 | |
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54. | SGC18: Evgeni Puzankov - Accidental propaganda | 45:08 | |
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55. | SGC18: Anna Jenelius - Saying that which is hard to say | 44:33 | |
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56. | SGC20: Working from the outside | 44:30 | |
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57. | SGC18: Elie Abraham - Ditch Toxic Systems So We Can Finally Love Video Game Romance | 44:01 | |
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58. | SGC18: Josefin Westborg - How to apply personal narrative to political context | 43:20 | Guide |
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59. | SGC18: Linnéa Harrison - Level art & design in VR: A New Perspective on Space | 43:17 | | Budget Cuts
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60. | SGC21- Marina Diez - Emotional Game Design | 43:02 | |
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61. | SGC18: Petter Henriksson - 4 signs your publisher is stealing your money | 41:36 | |
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62. | SGC18: Mirjam Palosaari Eladhari - Bleed in, Bleed out: A design case in board game therapy | 41:33 | |
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63. | SGC16: Manuel Kerssemakers - Resurrecting Renowned Explorers: Forging Success From A Failed Launch | 41:26 | | Renowned Explorers: International Society
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64. | SGC18: Andrea Sacchi - Vanity at play | 41:10 | |
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65. | SGC16: Fredrik Wester - Marrying Business Strategy with Game Design | 41:04 | |
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66. | SGC16: David Gaider - A Practical Developer’s Guide to Inclusivity | 40:41 | Guide | Dragon Age: Inquisition
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67. | SGC20: Game Developer Index - Game Developer Index Panel | 40:16 | |
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68. | SGC18: Adam Palmquist - Game based learning in higher education | 39:01 | | Changes
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69. | SGC18: John Kalderon & Victor Jonsson - Budget 3D scanning for games | 38:54 | | Apsulov: End of Gods
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70. | SGC20: Publishing for Startup | 38:49 | |
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71. | SGC16: St John Colon - Best practices for VR game development | 38:38 | |
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72. | Official Opening of SGA 2015 - Per Strömback & Dataspelbranchen | 38:21 | |
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73. | SGC20: Pitch Your Game - Round 1 | 38:11 | |
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74. | SGC16: Evgeni Puzankov - New ways of narrative design thinking | 37:58 | |
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75. | SGC18: Fernando Bevilacqua - Are you stressed or are you bored? | 37:48 | |
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76. | SGC20: Get the business going - Tips and pitfalls | 37:43 | |
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77. | An Introduction to Video Game PR - Quinn Wageman (TriplePoint) | 37:42 | |
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78. | SGC20: Opening of Sweden Game Conference | 36:22 | |
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79. | SGC20: Starting a game Company | 35:58 | |
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80. | SGC16: Warren Spector - A Philosophy of Game Design | 35:40 | | Epic Mickey
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81. | A PR and marketing primer for start-ups and indies - Sara Casen | 35:29 | |
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82. | SGC20: Sculpt or draw your career path | 34:24 | |
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83. | SGC16: Chris Avellone - Cautionary Tales and (More) Design Lessons Learned | 34:13 | |
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84. | SGC18: Johanna Nylander - Why dangerous games are bad for everyone | 33:34 | |
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85. | Virtual Reality as a Gaming Platform - Tommy Palm | 33:12 | |
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86. | SGC16: Armin Ibrisagic - Predicting the future of the games industry | 33:10 | |
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87. | Free-to-Play - Pascal Luban | 33:08 | |
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88. | SGC16: Johan Örneblad - How to define, build and protect value in gaming companies | 33:06 | Guide |
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89. | SGC21 - Panel - Imposter Syndrom Panel | 32:59 | |
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90. | The Audio Implementation Arms Race: Implementation as a Weapon -Sally-Anne Kellaway | 32:42 | |
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91. | A Systemic Approach to Systemic Design - Mike Sellers | 32:39 | |
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92. | SGC20: The Game Incubator | 32:36 | |
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93. | SGC16: Benjamin Glaser & Mikael Säker - A deep dive in the game engine Defold by King | 31:55 | |
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94. | SGC21 - The Making of Planet of Lana | 31:17 | | Planet of Lana
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95. | SGC18: Jupiter Hadley - Political Game Jam Games You've Never Heard Of | 31:13 | |
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96. | SGC18: Laura Bularca - Befriending the enemy: How to handle SJW commentary | 31:06 | Guide | Dota 2
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97. | SGC16: Richard Bartle - Designers aren’t different enough | 31:05 | |
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98. | SGC16: Mitu Khandaker-Kokoris - A talk about procedural generation and personal expression | 30:48 | |
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99. | SGC16: Hernan Lopez - Insights into South American game market | 30:45 | |
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100. | SGC20: 3D Concept Art for Environment Production | 30:27 | |
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