| 101. | Guido Schmidt from ROVIO invites you to DevGAMM in Lisbon 🇵🇹 | 343 | |
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| 102. | Respec(t) your player: bring engagement back to mainstream gaming - Stoyan Stoyanov (Jyamma Games) | 169 | |
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| 103. | The power of ”good enough” (when less allows you to do more) - Philip Martin (Hazelight) | 174 | |
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| 104. | UIPainter: Tile-Based Rendering in One Draw Call - Wessel Mast, Tools Programmer, Guerrilla | 195 | |
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| 105. | Public Pitch (Vilnius 2024 Edition) | 202 | |
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| 106. | The Wwise Weather Experience - Bjørn Jacobsen, Sound Designer (Cujo Sound) | 119 | |
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| 107. | What I wish I knew when founding a game studio in 2024 - Sophie Vo (Rise and Play) | 286 | |
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| 108. | The Red & Green Flags of Studio Leadership - Rami Ismail | 433 | |
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| 109. | DevGAMM Vilnius 2024 Hghlights | 551 | |
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| 110. | Game optimization in Unreal Engine - Dominik Sójka, Senior Technical Artist (Mountaintop Studios) | 501 | |
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| 111. | When will VR become mainstream in the world of digital entertainment? / Panel Discussion | 74 | Discussion |
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| 112. | How does it impact the employment market in our industry - Tomek Majka (Imponderabilia) | 128 | |
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| 113. | How to make thousands of games $6 a pop? - Klavdia Potapova (Megamod) | 170 | Guide |
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| 114. | Future of Game Development with AI / Panel discussion | 308 | Discussion |
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| 115. | Marketing artist is the dirtiest job you could ever imagine. - Hanna Gulid (Glera Games) | 286 | |
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| 116. | Among the avatars - Dana Sydorenko (GameTree) | 150 | |
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| 117. | Global Investment and M&A Trends in the Video Games Sector / Panel discussion | 94 | Discussion |
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| 118. | Pushing boundaries in realistic NPC dialogues - Vagiz Duseev, Software Architect (Dynatrace) | 101 | Vlog |
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| 119. | Boosting revenue with smart Live Ops research - Stan Minasov, VP of Product (AppMagic) | 247 | |
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| 120. | Rytis Jadzevičius iš LŽKA kviečia tave į DevGAMM | 74 | |
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| 121. | Olle Pridiuksson invites you to DevGAMM Vilnius 2024 | 213 | |
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| 122. | Olle Pridiuksson kviečia tave į „DevGAMM“ | 60 | |
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| 123. | Empowering UX/UI quality of event iterations - Andrii Taliashvili, Senior UX/UI Designer (Wargaming) | 230 | |
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| 124. | Beyond Child's Play: Making Business on Roblox - Yaroslav Kravtsov, CEO & Co-Founder (Space Trace) | 156 | | Roblox
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| 125. | Craft your perfect onboarding process & level up your hiring - Michalina Milewicz-Zalewska (BoomBit) | 105 | |
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| 126. | AwayFL: Fantastic Bugs And How To Fix Them - Rob Bateman, Director (The Away Foundation) | 132 | |
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| 127. | 5 Stages of a Game Designer’s Decision-Making Process - Ekaterina Shtirts (Belka Games) | 179 | |
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| 128. | How embracing imperfection can make you a better gamedev - Afonso Ferreira (DECA Games) | 131 | |
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| 129. | Jakub Kukuryk invites to DevGAMM Vilnius 2024 | 184 | |
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| 130. | Journey from Soft launch to Worldwide launch - Neha Joshi, Game Lead (Metacore) | 70 | |
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| 131. | Erik Ortman invites to DevGAMM Vilnius 2024 | 61 | |
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| 132. | Pascal Luban Invites To DevGAMM Vilnius 2024 | 45 | |
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| 133. | Wessel Mast from Guerrilla invites to DevGAMM in Vilnius | 115 | |
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| 134. | Stoyan Stoyanov Invites You to DevGAMM Vilnius 2024 | 67 | |
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| 135. | Sophie Vo invites to DevGAMM Vilnius 2024 | 75 | |
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| 136. | Harmony Amidst Chaos: Building Inclusive Teams - Artem Shein, Project Manager (Strikerz Inc.) | 80 | |
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| 137. | Overcoming network latency in real-time multiplayer - Chris Hong (CosmoUniverse) | 186 | |
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| 138. | When to Call in a Balance Designer - Victoria Chernikova and Svetlana Sutyrka (Made on Earth Games) | 109 | |
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| 139. | Creative Vision vs. Game Production: The Beating Heart of Successful Game Development - Rami Ismail | 287 | |
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| 140. | Entering the unknown - Make China your #1 Market - Aleksander Ptak (Huqiao) | 156 | |
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| 141. | How To Pitch Games (In 2024) - Alex Nichiporchik, CEO, tinyBuild | 470 | Guide |
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| 142. | The improbable choices that created 20 years of EVE Online - Bergur Finnbogason (CCP Games) | 183 | | EVE Online
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| 143. | Things I Wish I Didn't Have To Do - Workflows For The Near Future - Nickole Li (Mojang Studios) | 136 | |
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| 144. | Creating an ultra-portable game witthout an engine - Sos Sosowski, Game Developer, Sos | 397 | |
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| 145. | Recruit or Ruin:How recruitment mistakes impact your brand-Patrycja Wojciuk & Monika Michalak (8Bit) | 86 | |
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| 146. | Turning indie in turbulent times - Dino Patti & Rami Ismail | 204 | |
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| 147. | Let me hear you a story... - how to collaborate with Voice Talents? - Maria Borys-Piątkowska | 86 | Guide |
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| 148. | How to effectively integrate an IP/Brand into your game - Ismael Jorge Soler (Yodo1 Games) | 218 | Guide |
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| 149. | Switch Helter Skelter, The Scary Story of FNAF Porting - Katleen Evers (Pingle game Studio) | 78 | |
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| 150. | Yesterday's Debt and Tomorrow's Dream - Ali Farha, Senior Producer, Star Stable Entertainment | 114 | |
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| 151. | Gaming with a Purpose:Empowering Players through Citizen Science-Attila Szantner& Bergur Finnbogason | 69 | |
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| 152. | Public Pitch (Gdańsk 2024 Edition) | 216 | |
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| 153. | Game Roast (DevGAMM Gdańsk 2024 Edition) | 191 | |
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| 154. | Event Highlights – DevGAMM Gdańsk 2024 | 401 | |
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| 155. | Digital Vikings Awards Ceremony // Live from DevGAMM Gdańsk 2024 | 489 | |
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| 156. | The Programmer's Odyssey in Long-Term Live Ops - Merve Meszaros, Tech Lead (Threaks) | 163 | |
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| 157. | Designing Cauldrons for 'Horizon Forbidden West' - Dennis Micka (Senior Game Designer, Guerrilla) | 196 | | Horizon Forbidden West
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| 158. | How to Self-fund a 20 Million Euro Space Action RPG - Michael Schade (ROCKFISH Games) | 181 | |
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| 159. | How We (and You!) Can Do Better / Panel discussion | 130 | Discussion |
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| 160. | Namestorming: Tips to Help You Find a Lasting Identity - Diogo Vasconcelos (CEO, Nerd Monkeys) | 126 | Let's Play |
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| 161. | Unleashing Creativity: Exploring the Power of User-Generated Content - Albina Baigarina(Nordcurrent) | 120 | |
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| 162. | Behind Portuguese Pixels - Filipe Duarte Pina, Senior Producer, Mr Kite | 86 | |
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| 163. | Creating Believable NPCs in AAA games - Vasco Magalhães Pereira, AI Programmer (IO-Interactive) | 281 | |
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| 164. | Michalina from BoomBit joins DevGAMM in Gdańsk | 136 | |
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| 165. | Pragmatic Design: a very boring way to make very exciting games - Stoyan Stoyanov (Jyamma Games) | 545 | |
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| 166. | Ismael Gelabert from Gameloft invites to DevGAMM Gdańsk 2024 | 135 | |
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| 167. | Sos Sosowski invites you to DevGAMM Gdańsk 2024 | 149 | |
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| 168. | CEO of 8Bit invites you to DevGAMM Gdańsk 2024 | 121 | |
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| 169. | Why vision and leadership matters! A chat between veterans - Henrique Olifiers and Dino Patti | 112 | |
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| 170. | Public Pitch (Lisbon 2023 Edition) | 214 | |
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| 171. | Leading People that Lead Projects - A Creative Production Approach - Mafalda Duarte(Telescope Games) | 99 | |
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| 172. | How EVE Online's support team brings value with world class support - Davíð Einarsson (CCP Games) | 140 | | EVE Online
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| 173. | 2023 in the Games Industry: Trends, People, Layoffs/ Tanja Loktionova (Values Value, InGame Job) | 1,033 | |
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| 174. | The Ethics of Sentient AI: Dilemmas of Delamain in Cyberpunk 2077 - Moritz Lehr (CD PROJEKT RED) | 86 | | Cyberpunk 2077
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| 175. | How to do Business in Brazil - Rodrigo Terra (Brazil Games Association) | 61 | Guide |
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| 176. | Imposter syndrome: how to overcome yourself - Sergei Belkov(Lead Game Designer, iLogos Game Studios) | 155 | Vlog |
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| 177. | Lessons Learned from the big hyper - hybrid transition - Tom Cunliffe (Product Manager, Kwalee) | 97 | |
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| 178. | Life is Strange: A (Brief) QA Retrospective - Linda Komsic (Senior QA Manager, Square Enix) | 107 | |
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| 179. | How to find promising mobile game niches - Stan Minasov (VP of Product, AppMagic) | 229 | Guide |
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| 180. | A TikTok success story - David Westerman Ferreira (Senior Online Marketing Manager, Bytro) | 121 | |
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| 181. | Is Crowdfunding Still An Option? - Anya Combs (Freelance, Games Consultant ) | 160 | |
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| 182. | Best practices on how to write and integrate dialogues in video games- Sarah Beaulieu (Ubisoft) | 258 | Vlog |
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| 183. | Top Mobile User Acquisition Trends in 2023 - Dmytro Sigov (Customer success manager, Tenjin) | 124 | |
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| 184. | Creating an Award Winning Soundtrack - Pedro Macedo Camacho | 87 | |
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| 185. | Embedding and Empowering your QA - Gabby Llanillo (QA Supervisor, Riot Games) | 160 | |
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| 186. | Strategic decisions of independent studios - Ilari Kuittinen (Studio Head, Housemarque) | 137 | |
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| 187. | How NOT to run a games studio - Rami Ismail | 872 | |
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| 188. | Confessions of an audio expat: Let your audio designers DESIGN - Robert Carr (Redhill Games) | 231 | |
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| 189. | DO NOT go with the (wrong) flow - Giulia Zamboni (Lead Producer, Supermassive Games) | 201 | |
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| 190. | Cinematic Branching Narrative - Will Byles, Director, Dial M for Monkey | 179 | |
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| 191. | Developing key art for games - Viktor Blanke, Art Director, Mojang Studios | 153 | |
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| 192. | How Neuroscience revolutionizes User Research - Philipp Zent and Gustav Pastucha | 103 | |
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| 193. | When and Why does your company need own data platform? - Roman Nazarenko (Lead DE, Playkot) | 122 | |
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| 194. | Thoughts I Live By - Warren Spector (OtherSide Entertainment) | 294 | |
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| 195. | The future of software development in video games - Jonathan Blow and Tiago Loureiro | 12,384 | |
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| 196. | Designing 1,000 Hour Games - Alex Nichiporchik (CEO, tinyBuild) | 683 | |
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| 197. | How UI for Games Has Evolved - Guido Rosso (CEO / Co-Founder, Rive) | 433 | |
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| 198. | DevGAMM Celebrates 15 Years! | 276 | |
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| 199. | The 6 reasons your QA may think you are #@(₴ $0 / - Vladyslav Lykhatskyi, (Lead QA, Hologryp) | 279 | |
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| 200. | The art of small steps, or how to make sound for games in conditions of war / Irina Chaban | 159 | |
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