Colombia GameDev Summit – 2022

Medellín, Colombia. November 29, 2022

Organized by Rocket Ride Games, the first “Colombia GameDev Summit” took place at the Click Clack Hotel, offering food, drinks, and a very decent lineup of speakers for a great afternoon of game development experience sharing in the famed city of Eternal Spring.

Photo courtesy of Tan Grande y Jugando

Swedish indie game publisher Raw Fury had people fly to Medellin to meet with the local developers and share a little bit about their selection process.  Mea Nilimaa, Games Scout, opened the talks with recommendations on how to have a successful pitch, and some of the pitfalls developers commonly fall on when contracting with publishers: what happens if you fail a milestone delivery? what are your rights over the IP and subsequent sequels? and the other projects your studio is working on?

After the opening talk, there was a section featuring founders from Colombia game dev companies.

Luis Correa, a local from Medellin and founder of C2 Game Studio, shared the journey of “Project Monolith”, their ambitious action-adventure game that started development many years ago, was a recipient of an Epic Megagrant, and finally got a publishing deal this year. Luis shared the ups and downs of indie game development, and some tips to overcome the inevitable loss of motivation and push forward making the best use of the resources you have at hand and the skills of your team.

Isaac Cortissoz, CEO of Killasoft, from Barranquilla, gave a talk about their workflow which is based on a solid pre-production phase where all the fun decisions are taken and tools are developed in order to have a smoother (and boring!) production stage where you are just executing a well-laid out plan. A very intriguing talk that created a lot of conversation on the scenarios in which these ideas can be applied. Killasoft is currently working with NetFlix on a videogame for the hit series “Money Heist” (La Casa de Papel) as well as their game INNER.

Then we had old-guard indie developer Carlos Rocha from Dreams Uncorporated, makers of the hit award-winning jRPG Cris Tales published by Modus Games in 2021. He was very happy and excited to go back to having talks with a live audience and shared the journey of Dreams, how they evolved as a studio through many games exploiting and refining curious and unique game mechanics, and their process to discover and develop “seed” mechanics for their games, sometimes finding marvelous inspiration when looking the “normal” things with different eyes. Carlos revealed he hoped to continue developing games until his deathbed.

Gamedev legend Eivar Rojas, founder of the Efecto Studios (the second largest game development company in Colombia) and Red Minas Coffee (the most sought-after coffee brand by game devs worldwide, someday), shared their experience signing with publishers, the different stages of a publishing contract and what to look after when you are in each one of them, as well as their tips to grab the attention of a publisher and to know when to pitch based on the stage of the project, the target platform and monetization model.

The event was organized in a chill informal space of the modern hotel, which allowed the assistants to have conversations in between the talks while drinking delicious soda and cocktails. Talking with fellow developers we were really happy to see so many new faces, some of which may be active actors in the continued growth of the local industry.

A second part of the event featured (either by design or coincidence) a number of women in leadership positions in the Colombian game dev industry.

Photo courtesy of Tan Grande y Jugando

Sandra Castro from the “Tan Grande y Jugando” game development community, shared her updated GDC’22 talk ‘Breaking the Gap”, with insights about the role of women in the video game industry, the many efforts currently underway to improve it from the perspective of the Latin American game dev industry, and how we all can contribute to improving the situation from our respective positions as founders and workers of the industry.

Photo courtesy of Tan Grande y Jugando

Marcela Rincón shared her experience as Talent Management Lead for Teravision Games, the biggest game development company in Colombia, makers of the acclaimed VR game “Captain Toonhead vs. The Punks From Outer Space” and the gamescom’22 hyped “Killer Klowns from Outer Space: The Game“. She talked about the many roles that are required to develop a videogame besides art and gameplay programming (the two disciplines traditionally more sought after to enter the company), inviting people to consider specializing in these other roles and strengthening their networking to get into the industry.

Photo courtesy of Tan Grande y Jugando

Finally, María Carolina Visbal and Paula Buitrago, from Colombian game development-specialist firm “IE Law Bedoya Visbal” closed the event talking about the importance of having the support of a specialized lawyer assisting your team from the onset of any M&A or publishing deal, so that you can see all the possible outcomes and drive the negotiations around them, and prevent missing small details in the law that can become big risks.

As always this was a great opportunity too to meet with friends from the industry from all around the country! Many thanks to RocketRide for organizing the event, and I hope this is just the first of many!

September 15, 2022 -Misc update

Here’s some things I did the month since the last update:

I completed my entry for the js13k2022, TenderGotchi, with great contributions by Ryan Malm on the audio side, and reusing illustrations from last year made by Mateo Robayo. A complete post-mortem post about it will be out soon.

We had a mentoring talk for Colombia’s Women Game Jam 2022 sharing our experience with Muyscamuy. (Spanish)

I did a random update for ZeldaRL to address some accessibility issues.

I created a video for the House of the Dragon series for Slashbits Retro Cinema, in the same style as the previous Game of Thrones videos.

It was actually two videos because I decided to create another higher-res intro for less super retro people (90s instead of 80s)

I flew to gamescom, where I had good prospects for NovaMundi and our upcoming project, and also met the dev team of Blasphemous and got to drive around Germany with Thomas Biskup.

My talk for the roguelike celebration 2022, “Celebrating Moria – a roguelike before the roguelikes”, got accepted. I started gathering community info for it.

After a long hiatus, I ran the FormulaProc Monza 2022 Grand Prix, no commentary this time, but it was good.

Slashware at Colombia 4.0 2022

The early 2000s were witness to the birth and first steps of the Colombian video game industry. A handful of indie game developers, packing more passion than knowledge, decided to venture into the unknown and laid the groundwork for the studios that came after them.

COVA is a group of Colombian video game companies seeking to provide an environment for collaboration in order for the industry to advance as a whole. As a member of COVA, last week we had the chance to have a booth in Colombia 4.0, the biggest tech conference in Colombia and one of the biggest in Latin America.

There, we had hundreds of people play NovaMundi and Ananias, providing us with a lot of feedback to improve them. There were many students that we hopefully inspired to follow their dreams to create their own games.

I also had a chance to finally meet Jose Manuel, the linguist with whom we have worked for many months in NovaMundi, and have a coffee with him and QuietGecko, an important part of the NovaMundi team (and who also helped out a lot in the event.

We were also interviewed by Canal13 Colombia (local TV channel) and Frecuencia Gamer, hopefully that helps more people know about our games and the things that are currently being produced in Colombia.

As always it was also a great chance to meet people from the game dev industry and build connections and friendships, even if this time I couldn’t attend any talks (and didn’t submit one this time, too busy!) or many social events, since I had to instead spend my time in the booth and the logistics associated with it. I got to at least spend some time with fellow indie dev 0xAFBF and part of the Indie Level Studio team in Bogotá.

However, I had the chance for some of the top speakers on the videogames track (including Mauricio Navajas, president of ADVA) to try out NovaMundi and give me their feedback on the pitch decks for upcoming projects. Carlos Rocha (dev of Cris Tales) also played for a bit and gave me some good ideas to improve the flow of the first minutes of the game.

And that’s it for Colombia 4.0, 2022 edition! maybe next time I’ll submit a talk and have a more relaxed time 🙂

Game Carnival 2021

Organized by XSolla, previously known as Game Developers Carnival (probably renamed to avoid confusion/issues with GDC)?

This year they opted-in for a cloud-based solution which I think was a great idea.

The basic premise remained the same from last year, a highly detailed 3d space where you can move freely visiting booths, attending talks and chatting with people including casual meetings but also B2B organized via Meet2Match. This year they incorporated improvements such as avatar customization and improved/streamlined info on the booths.

One thing that was removed or at least is not very prominent are the mini-games. No karting, no hang-gliding, you are here in business. I actually approve of this change since the games were buggy and half-baked last year.

As I mentioned, the jump to use a cloud-based solution I think is a step on the right direction, last year it was just asking for a lot, for business people to have readily available gaming rigs and pre-install a heavy client, etc. I had some big issues with framerate drops tho, which I believe could have been alleviated by automatically degrading the quality level so that the framerate remained constant.

This year it was a single world containing all the booths which was interesting because it felt much bigger. Here is a somewhat long video of my 2021 experience (apologies in advance for the drops in microphone volume in some spots)

Colombia 4.0 2020

December 1st to 3rd 2020, Colombia 4.0 is the biggest tech event in Colombia. This year they opted-in for an online format (of course), here’s a summary of my experience on it, which, as usual, is centered on its videogames track. They also had the (BIG) animation / SIGGRAPH track, as well as Music, Fintech, and more.

The Format

As with many long-standing physical events transitioning to online, it seems one of their key concerns was how to keep a notion of it happening in a “place” populated by visitors. Instead of using a full real-time 3D rendered client (like XSolla’s Game Developers Carnival with YourWorld), they chose a more readily accessible format using prerendered 360° views with embedded videos and actionable areas, which you could access directly using any decent browser without having to download any plugin (which is great).

Not sure how I’d call this visual style, but it’s reminiscent of Second Life

There was a central hub from where you could warp to the track areas (each one with an auditorium), the business tables, or the area with the booths. The terminal areas allowed downloading PDF brochures and connecting with people via either Whatsapp or Whereby.

The online environment worked… once you had experimented a bit with it. It was definitively not suited to all audiences, since it required knowing in advance some conventions about navigating 360 views.

There was an area *inside* the world with some instructions on how to navigate, but since it was part of the world the visitor had to know at least the basic of navigation in advance, and additionally it was pretty easy to miss (especially if you were there in business to check a talk).

The conference rooms where the talks were streamed

One definitive downside to it was how hard it was to get to the talks since you had to navigate the world all the way to the auditoriums and then click on a link. A more straightforward directory with links to the streaming channels would have helped a lot with discoverability, as I think reducing the friction to get to the content should be a primary concern in this kind of event.

Some of my favorite talks included “Publishing for Indies” by Steve Escalante, “Intellectual Property” by Patrick Sweeney and “El equipo de programación ideal y otras leyendas” (The ideal programming team and other legends) by Luis Villegas. I’ll post links to them as (if?) they become available.

I also posted a commentary on my own talk about procedural generation here (Spanish only for now).

The business match-making area. Each table took you to a video conference room.

The business area was, frankly, a bit too empty. There were not many attendees with whom you could connect this year. I think however all the infrastructure that was set up worked and will hopefully be of more use for future iterations.

Some booths from the Commercial Zone

Something similar happened in the area with the booths, although it is hard to know since there was no way to know about the actual traffic happening, other than the requests you got to talk via WhatsApp or video conferencing. Which in my case and as far as I know from other attendees were not too many.

The videoconferencing back-end, powered by whereby.com / ticketcodelive

I think this may have been caused again by unneeded friction put in front of the potential visitors including:

  • A signup form which asked for a lot of information, and which had to be filled in order to visit the booths.
  • Requiring them to know how to navigate the online environment.
  • How the area was presented, with an overhead view of all the booths but no way to know what they were, and hard to keep track of the ones you had visited already (coupled with normal loading times to check each booth)
  • There was an option to see the list of exhibitors which made it much easier to find a particular booth but didn’t ease navigating thru all of them for a random visitor.

Ideas for improvement

I believe an event like col40, which is aimed at a wide range of potential visitors, should take advantage of existing, well-known conventions for Internet browsing, and strive to create an accessible “standard” online web experience, instead of forcing the visitors into a more “virtual” environment.

Direct access to the streams and past talks from the event’s agenda, as well as having a way to preview the booths sequentially, would be small changes with potentially big impact, even allowing the existing “virtual” structure to exist in parallel so that we can continue experimenting with innovation in virtual conferencing.

If you are curious, check out a video of my experience here: (it’s in Spanish)

Roguelike Celebration 2020

Crossposted to Temple of The Roguelike

On October 3 and 4 2020, the fifth iteration of the Roguelike Celebration happened online. Last year I missed it (flying Medellín to San Francisco is expensive!) but I had no excuse this year.

The biggest novelty of the event was the MUD-like platform created by Em Lazerwalker, who has been part of the organizer team for some years now. She describes it as a playful text-based online social chat space, a hybrid between communication apps like Slack and Discord and traditional text-based online game spaces such as MUDs and MOOs.

The main interaction window

The app was accessible via any decent web browser, and it integrated the different components of the online conference, including a virtual environment inspired by the physical spaces of previous years where you could move between rooms, pick up stuff, do fun stuff like dancing, and of course talk with the other people.

A map of the premises

The main sections of the event were the Theater, where the talks took place, the unconferencing lobby and rooms (6 of them) where people suggested and voted for topics and then were directed to Zoom conferences for live video chatting, and the showcase hall where different roguelike projects where on display. There were also lots of other rooms for socializing, and even a dance floor with cool music from the previous years and a bar where you could get the classic roguelikecel cocktails.

Having some polymorphic fun at the bar

The platform was also integrated with the almost non-stop video streaming, MCed by Alexei Pepers and Noah Swartz, and run in the background by Kawa. It included real-time high quality captioning made by Maggie of White Coat Captioning, and people could interact with the stream by posting questions or topics for discussion.

The main chunk of the event where the talks, of course, and this time there were a lot of them both full size and “lightning” (10 mins). following the same format as previous years (single track, two days), being online opened the possibility of having speakers from all around the world discussing a wide range of topics, from technical to more mundane.

The videos have yet to be posted in the Roguelike Celebration youtube channel, for now, you can find the raw streams there. The topics included game design, accessibility, a lot of procedural generation, community management, programming languages, roguelike history, and more.

Roguelike Wizard Darren Gray discussed What a Rogue is like, as his baby human quaffed a Potion of Tranquility.

Additionally, as in previous years, there was an interactive game (Help me Steal the Mona Lisa), where players could interact with the streamer, helping him hack devices to infiltrate museums and generate enough income for his character’s luxurious life.

Bundling some procedural generation elements, and a lot of “asymmetrical” cooperative multiplayer design, designed to increase engagement between streamers and viewers.

Finally, Noah (the creator of the event) announced this was his last year as part of the organizers’ team, as he has different requirements for his time these days. He shared how he had a hard time finding space and sponsors for the first event, and how now it has grown to have over 700 assistants. He’s leaving the organization of future versions of the events in the capable hands of the other organizers who have done a great job so far.

/me claps, many thanks to Noah for creating this fun event!

See you next year at Roguelike Celebration 2021!

Game Developers Carnival 2020

May 11 and 12 2020, a virtual event organized by XSolla and MeetToMatch in the aftermath of GDC 2020’s cancellation due to covid19, using “YourWorld“, a multi-user environment powered by Unreal Engine, as the main platform. I uploaded my experience in a couple of videos here and here if you are curious about it.

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Participating in the event was free (with an optional donation). Visitors downloaded the event client (Windows only, around 7GB) and used it to log into the world. A pretty good machine was needed for the client to perform well (even my GeForce RTX 2080 didn’t have it easy!).

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MeetToMatch provided matchmaking using their regular platform but providing meeting points inside the virtual worlds. Of all my meetings, around 50% of them were rescheduled to more traditional video conferencing tools such as Google Meet and Skype, due to the participants being unable to log into the client (because they were on MacOS, or didn’t have a powerful computer or internet connection).

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Besides meeting with people in the virtual world, you could visit booths, where you could see a video and imagery provided by each exhibitor, as well as chat with them if they were present. Conversations happened instantly, with you just getting close to whoever you wanted to speak to (it seems a headset was required). Your avatar (which was picked randomly based on your provided gender) would start talking, doing some conversational gestures, and lip-syncing with your voice.

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There were 6 worlds labeled A to F, all of them had an identical layout and activities, but different booths. They also had a big central circus arena where it seemed some talks or special content would be shared, but as far as I could see, they were just sharing the video from an exhibitor.

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Recreational activities included hang-gliding, kart racing, and the “Scream Tower”, with the first two keeping track of the high scores on a per-world basis. The games were simple but fun and challenging.

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In general, the game world worked well although there were some evident rough edges and buggy behavior. The platform is still under development and I believe it is promising; still, I think future events should also consider more accessible technologies like lightweight multiplatform environments that can be loaded from the browser even if they provide a less immersive experience (maybe in parallel with a full environment like this one). Making the event easy for people to access should be a top priority (I think most business people don’t have a gaming level windows PC with them, and some indie devs don’t need that either).

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Some ideas for improvement:

  • Avatar customization (and persistence to your profile) including uploading a picture of you.
  • More control over conversations including clicking on a person to start a conversation with them, setting yourself as available for conversation, being able to mute your mic.
  • Show more info in the booths beside the video and the pictures there. Maybe being able to download a flier and keep it in a virtual bag.
  • Being able to share documents with the person you are talking to (so you can show your company’s catalog or your project’s deck).
  • Coop games or activities you can do with someone while talking (instead of competitive single-player activities).
  • Improving environmental sound detection, which seems to use the camera instead of the character’s position.

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MEDMI 2019

MEDMI 2019 – A conference on technology and digital marketing, November 16, 2019, at Medellín, Colombia.

Sergio Roldán kicked off the event discussing the growth of Medellín from a spot in the valley to a mostly unplanned big city, and the strategies it has taken to transform into a growing technology hub, investing in the citizens, including improving education facilities in the most troubled zones.

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Natalia Silva and Daniel Arbelaez talked about Service Design, the importance of understanding the elements that are really relevant to the persons in a process, including the people participating behind the scenes, not just the final clients.

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Diego Noriega thinks “How” to make a company grow is not as important as “Why”, and with “Who”. Having a lot of money brings the need to spend it and may accelerate failure. Moments of failure, however, can be the biggest moments of learning.

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Andres Ramírez, a director from Asobancaria, shared a history of innovation in the financing and banking sector in Colombia, and the latest advancements in fintech and ePayments.

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Maria Camila Muñoz, Pablo Santos and Juan Esteban Saldarriaga, discussed the interaction between fintech companies and banks; instead of competing, fintech providers provide access to resources via improved user experiences and lower barriers.

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Ivan Obando shared the process of producing his movie “Me llevarás en ti”, including ideation, planning and financing, and some of the elements that have aided its success (local historical hero, romance, involving local celebs).

He also voiced his concerns for national productions to have proper exposition, and how he’s working with government agencies on this topic, proposing incentives for cinemas for keeping national pictures on the billboards for longer times.

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A representative from GRIN Colombia said the company hopes to transform cities by improving mobility, increasing employment, making people value public property and creating safe spaces.

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In the Innovation panel, Monica Zuluaga and Andres Ramirez discussed how, from their corresponding perspectives in media and banking, large traditional companies are adapting to the consumption habits of born-digital consumers, by distributing content through different channels and by creating alternative means to access services for people for which things such as going to a physical bank are extraneous concepts.

Companies need to move quicker in modern times since even small companies or startups can now compete directly with bigger ones via a greater understanding of their users or audiences.

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Eduardo Guizar shared how he wound up working in the Curiosity project in the NASA, following his childhood dream of making robots, after watching a Star Wars movie. He never abandoned his far-fetched dream, secretly developing robotic engines at his home in Mexico.

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JSConf 2019

JSConf Colombia 2019, October 18 and 19 at Medellín, Colombia. I was a speaker there for the first time. Here is a brief summary from the talks I was able to check out, based on my live-tweeting. The full talks will soon be available at JSConf youtube channel.

Day 1

First off, the opening live coding show by algo0ritmos, led by Celeste Betancur. An electronic music and video visualization show where 3 coders connected to a server to manipulate different aspects of the audio and video in realtime.

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Constanza Yáñez, from Argentina, opened the talks sharing and live testing her implementation of an automatic cat feeder using JavaScript and a Raspberry Pi, and how it made one of her childhood dreams become a reality.

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Sergio Quintero, a local, discussed skimming data hacking via malicious scripts injected into legitimate websites to steal information, and how it can be prevented by intercepting XHR calls using a client-side firewall.

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Luis Alejandro Vega, from New York, shared his experience building a career at Bloomberg, as well as how adding “pet characters” to the in-house projects helped increase the ownership of the team over them as well as the visibility for other departments of the company.

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Mayra Rodriguez, from Bogotá, discussed the reactive app architecture and shared some tips to achieve good performance in your web app using RXJS stores.

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Irina Shestak, from Germany, shared her experiences with Rust and WASM, with lots of tips to make coding, debugging and deploying easier, which she learned thru her quest of learning on the go.

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Melina Mejía, a local, spoke about web accessibility being critical to reaching all audiences, and how to implement an accessible interface using ARIA.

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Santiago Zapata, a local, did an amazing talk about procedural generation, including an introduction to it, where it can be useful, and a break down of his procedural castle generator.

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Missed talk by Anton McConville, from Canada. “Personality hacking: using Node, WebAudio and Houdini to visualize psychology of song lyrics“:(

Vanessa Marely, a local,  talked about the power of storytelling as a way to better communicate ideas, and gave some tips for good, effective storytelling.

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Lucas Aragno, from Argentina, shared some of his knowledge on Neural Networks and using JavaScript libraries like Tensorflow.JS and SynapticJS to implement them.

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Jennifer Wong, from California, discussed the weirdness of time handling in JavaScript, how the Date object and MomentJS came to be and when to use one or the other.

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Day 2

Missed talk from Kate Beard, from England, “Learn How to Play the Theremin* Today, Guaranteed!” 😦

Missed talk from Alejandro Oviedo, from Argentina, “A codex for the web” 😦

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Maris Botero, a local, gave a very colorful explanation of machine learning, neural networks and her project, The Time Machine, and how Javascript, tensorflow and the ml5 library made it possible. Awesome transformation of old pics into colorful child drawings

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Adrian Bolonio, from Austria, dug deeper into the issue of web accessibility, focusing on the tools to test it over different aspects of a webapp (code, DOM and final appearance in the browser), including simulating visual impairments of different degrees with NoCoffee.

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Jerome Hardaway, from Tennesee, talked about how to make it easier for people to jump into existing software projects. Remove ego from your code, code for the others. Design the onboarding process seriously around building the confidence of new team members. Document and refactor.

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Daniel Rico, a local, briefed on how container-baser deployment enables horizontal auto-scaling, and shared the results of his experiments to find degradation points in NodeJS vs Tomcat, which can help finding out the number of nodejs instances required for your app.

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The experts’ panel had Alejandro Oviedo, Santiago Zapata, Celeste Betancur, and Vanessa Amarely discussed different aspects of the present and future of JavaScript, their frustrations with development, and what features of the language have affected their individual fields the most (Backend, Game Development, Live Coding and Frontend Development, respectively). It was moderated by Juliana Gomez, co-organizer of the event, (Picture by co_constanza)

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Colin Ihrig, from Pennsylvania, gave a very useful walkthru of some diagnostics and debugging tools included in nodejs out of the box, when and how to use them.

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Jessica Lord, from New York, shared the history of Electron: going beyond Atom, avoiding a scaffolding approach ala rails, the importance of clear and maintainable docs and building a community around the new tech. Developer Experience is critical for a successful tech tool!

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Missed talk by Luis Villalobos, a local, “Desarrollo de interfaces modernas de usuario usando un “viejo” modelo matemático computacional” 😦

Bryan Hughes, from California, believes programming can create art just as any other technology (such as watercolor or oil paint) can. It’s all in the intent of whoever is using the tech: is it to convey emotions or facts? Finding your style is a mix of chance and determination

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Finally, Eva Ferreira, from Argentina, went into a trip 10 years back to the past on web development, how things have changed for good and the history behind these improvements. But also how some things have gone amiss… abuse of push notifications, privacy breaches, popup madness, websites heavier than needed, lack of accessibility, fatigue for new frameworks… where are we heading to, can we do things better?

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Bucaramanga GameQuest 2019 #BGAGameQuest

Organized by Below the Game, at the Chamber of Commerce of Santander in Bucaramanga, Colombia, May 2nd and 3rd 2019. This was the speakers’ line-up (from the official website).

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Following are some personal takeaways from the talks and panels.

Day 1

Rami Ismail kicked off the event with a “Talk Jam”, having the public decide the contents of his talk after giving a short introduction of his story with Vlambeer.

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  • You are likely going to make a lot of games until you make your first hit game.
  • That game will still not make you money but will serve as a great presentation card.
  • People spend a lot of money on merchandise, if you are developing a game, sell some merchandise
  • Funding
    • Gather funds yourself by working for companies that need games made. Emerging countries have a huge advantage of a lower cost of living thus being able to offer very competitive prices.
    • Find a publisher, in which case the second step is pitching your game to them.
    • A good pitch makes the publisher care about your project and lets them know you are the right person to do it.
    • Having a “vertical slice” of your game ready is a nice (but expensive) way to achieve both things. A vertical slice provides 5 minutes of gameplay for almost the full quality you are aiming to have for your game.
  • Exposure
    • You will need always exposure, even if you are “famous” already.
    • Look for medium size streamers of the same genre or content you are creating and send them a build.
    • Don’t ask them if they want a build of your game, just send it to them to reduce friction.
  • Challenges
    • Getting the game out there timely, while still having it be interesting for the market.
    • A game dev studio works better if there are two people fulfilling two different roles: A creative director and a producer, with each having the last word in their specifics.
    • There need to be a certain conflict between them in order for the games to be released instead of being in-dev forever, while keeping an end product that is still relevant in the market
    • Getting funding: Your goal for your first game is to survive and get funds for your second game.
  • Inspiration
    • Inspiration comes from the less likely places. Radical Fishing emerged from a National Geographic documentary.
    • Whenever an idea comes, take notes, prototype, discuss with the team.
    • Brainstorming is not a good time for criticism, it is better to add to ideas instead of trying to rebut them.
  • Good networking works sideways, not upward. Don’t try to “climb” to a higher level of contacts, instead work to lift up everybody who is at your level. Try and help each other, share knowledge and contacts.
  • Our job as game devs is to make the players think that the game is fair, even if it takes some liberties and cheats on the side of the player in order to be fun. In Nuclear Throne’s first levels, enemies don’t even aim at the player.
  • Working the “Game feel” includes “juicing” critical actions, punishments, and rewards by adding an exaggerated amount of feedback (Sound, Particle effects, rumble.), and make them work well with kinesthetics.
  • For Nuclear Throne, we wanted to make a game we enjoyed playing. We decided to do a roguelike because we couldn’t predict the content and we would enjoy it ourselves. From the business perspective, we wanted to experiment how well it would work with streaming platforms like Twitch.

Latin America GameDev Panel with Carlos Rocha from Below the Game, Gerson Da Silva from Ironhide, Luis Zambrano from Teravision Games and Antonio Uribe from HyperBeard Games.

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  • Good game design is a process that connects all the disciplines required to generate an experience.
  • Game ideas come from everywhere, even dreams. The challenge of game dev is turning these ideas into a fun experience, implementing interesting mechanics around them.
  • Every country has a unique culture, as Latin American game devs we have the opportunity to include unique details of our culture in our games, which can be done in a subtle way without having to adopt a complete theme.
  • Game design pillars can help remove unneeded “cool” features that don’t really add to a fun game.
  • Playtesting
    • Should be a freeform exercise, and free from external influence. Relying on forms and structured interviews will only give you the answers you want to hear.
    • Playtesting with people different than your main target may lead to widening your audience.
    • Leaders from different roles should be present to analyze the experience from their perspectives.
    • Playtesting works better with critical audiences, people ready and willing to tell you your game is bad. Open game events might not be very effective in this sense. Seek the reality instead of an echo chamber.

Maureen Berho, from Niebla Games, discussed their experience running a business that produces both video games and board games.

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  • One way to approach game dev is creating an Intellectual Property and then build both videogames and board games within it.
  • Some advantages:
    • It can help strengthen the franchise, providing a greater reach.
    • Diversify market risk.
    • Generate additional income.
    • Make your pitch more interesting to publishers.
    • Have one real of gaming influence the other, keeping the design of the videogames more focused, while making the board games deeper.
  • Handling multiple project lines requires
    • Discipline, sticking to the plans and finishing the projects instead of leaving things in progress.
    • Collaborating with other companies and the community
    • Study the target markets
    • Researching funding sources, consider private investors or the government as an alternative to publishers as a funding source. Build a company, not just a game.

Randy Greenback from GUN talks about Innovation and how to create a successful game in today’s market.

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  • You need to make sure players LOVE your game, not just like it. You need them to get attached to something that makes it unique.
  • Innovation is not a choice if your game studio relies on your game to be successful commercially. If you don’t innovate your game will just not be noticed.
  • There are many ways to approach innovation, for instance: Technology, Design, Art, Social, UX, Audio, Narrative, Game Structure, Monetization.
  • If your game innovates in one or more of these areas, stacking them, they will very likely add up to be a success.
  • The biggest risk in innovation may be biting more than you can chew. Check how far can your team go. Maybe you can do it in steps or iterations, and make that growing innovation a staple of your franchise, instead of trying to do it all at once.

Martín Cao from NGD Studios (Argentina) shared some tips on how to make videogames and not die trying.

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  • Asia now surpasses North America on videogame consumption, Latin America remains extremely small.
  • Most of the income on the videogames industry (>80%, probably >90%) is concentrated in 25 game dev companies.
  • Unlike these big companies, indie game devs have a better opportunity to rock the board, challenge the status quo, and capture a player base that is enough to keep them afloat.
  • Having a list of “verticals”, genres or type of projects your company wants to work in, helps keep focus while meeting the varying demands of the market. Strive to be the best on these verticals.
  • Produce ideas constantly in brainstorming sessions. One idea is to produce “Player Fantasy” outlines, what does our game allow the player to imagine he is?
  • Player Fantasies and ideas are validated and evolve to a proof of concept, to the game pitch, demo and finally a vertical slice. (Or they may die at any point along the way)
  • Work hard, but smart: practice a lot and learn from your mistakes.
  • Know your target audience and make a game for them, not for yourself.
  • Think hard on the several facets of marketing for your game.

Rami, Randy and Luis Villegas discussed game dev for a global audience.

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  • Modern communication channels like discord or other social media
    • Can be used to educate the players on how hard and complex game dev can be, keeping their expectations on what the dev team can do reasonable.
    • While it’s great to obtain and respond to player’s feedback, feel free to ignore the trolls, you don’t have to deal with them.
  • Game Dev Happiness
    • Connecting with friends by making games together.
    • Making hardcore fans happy after working hard on a release
    • Making your family proud when they understand what you do.
  • Game Dev Hardships
    • Watching promising projects fall apart and dreams are crushed.
    • Realizing the impact your work has on people’s lives and not knowing how to handle it properly.
    • Seeing the game you worked hard on being shamelessly cloned.
  • Future of Game Dev
    • There’s still lots of space to imagine new mechanics, narrative structures and ludo-narrative consistency.
    • The industry must continue evolving by trying, failing and learning.
    • The possibilities to merge narrative and interactive technologies are limitless. Discovering how to achieve this thru creativity and technology adoption is what makes working on this industry interesting.

Day 2

Eivar Rojas, from Efecto Studios, shared his experiences on AAA Work for Hire from Colombia.

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  • Efecto worked in the ARK franchise for over three years, increasing their artistic and technical capabilities, and figuring out better workflows.
  • The first part of their workflow involves doing very elaborate concept art for the environments. While the finished game never reaches their level of graphical detail, this is a critical tool to validate the vision of the game and guide the team during development.
  • The second part of their workflow is conceptualizing props and scene elements, it normally requires a lot of iteration and creating several variations for each item until a style reflects the vision of the client.
  • Even with a process of concept validation, there will be moments when the client won’t have a clear idea of what will be better for the project. Your company must generate lots of empathy and trust with your clients so they entrust you with critical design choices.
  • Concept Art
    • Traditionally made using illustration tools, however there are some specialized tools (such as 3D Coat) that can be used to reduce its cost, generating 3D concepts closer to the final output, and allowing to iterate on the design based on the client’s feedback without having to go through all the work of modeling and skinning.
    • Can sometimes take longer than actual modeling and animation due to cultural differences with clients. The concept of a “dragon”, for instance, is very different in the east and the west.
    • Is critical throughout all the development process. It’s not efficient to iterate towards what the client will approve using a full-fledged production workflow.
  • In the office, the physical location of the members of the development team is critical in order to keep communication flowing and ensuring consistency thru the process.
  • Keep clients engaged through all the production process so that they get to see how the assets evolve from the concept art. This helps keep expectations clear and respond to changes in a more timely manner.
  • The game dev process changes constantly. It’s important to keep up to date on new tools and processes to remain competitive.
  • In order to reduce the impact of crunch and for team members to have healthy work habits, their company has a backup team that covers the main team on challenging situations. This is costly but it’s the only way they have found to address the issue.
  • We have detected a lot of talent in Colombia. We have also found the people from technical institutions to respond better to feedback and fit more into our processes when compared to people coming from prestigious universities.

Luis Zambrano, Martín Cao, Eivar Rojas, and Nitae Uribe (Cofounder of Below The Game, and teacher at Bucaramanga’s University UNAB), discussed the current dynamics between the academy and the game dev industry, and ways to make it work better.

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  • What does the Industry expect from the academy?
    • Have students be exposed to more hands-on work so they have more mileage when they enter the workforce.
    • Have teachers with real industry experience that can prepare them adequately.
    • Prepare students to roles where they have to adapt to change and do a lot of different things depending on the project.
    • Induce empathy as a soft skill required to interact with both the client and the team.
  • What does the academy expect from the industry?
    • Have companies open their doors to students, for them to see the realities of game dev.
    • Have companies send their senior people to spaces in the academy and let them share their experiences
  • For the companies, to find good people from the academy, art and engineering are two different worlds. For art, they find potential artists and train them remotely for six months to a year. Engineering is much more complex given the academy is preparing them for higher level, managerial roles so it might take longer.
  • Academy moves at a slower pace, sometimes teachers have to “hack” into the existing program, teaching more valuable skills than the ones originally planned.

Luis Daniel Zambrano, Jose Joel and Edgar Blanco from Teravision Games discussed the development of Neon Fury, the Tower Defense VR game.

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  • Challenges of UI design in VR
    • Traditional elements used in displays don’t feel natural, are lost in the scene or are not legible.
    • UI components must have depth (3d models affected by lighting) and/or be presented as “curved” element in a kind of fish-eye perspective, else they may feel like “stickers”, with a jarring effect.
    • UI elements must also keep some distance from the player to give him some room to breathe.
  • Challenges of moving around in a #VR environment.
    • Some elements required by current equipment like cables and sensors often get on the way of the experience.
    • Having your eyes perceiving movement while your body doesn’t, often makes the player dizzy. Some creative solutions include teleportation, but it can be disorienting.
  • Technical limitations are still steering heavily the design and development of VR games, especially when trying to aim multiple devices. Requirements of constant FPSs and lower resolution of VR headsets require using creative tricks or old methods for SFX.
  • Neon Fury art had to step down from photorealism to a more comic style, but they took this a chance for the game to have a more defined personality.
  • Keep a smooth player experience in higher priority than mind-blowing visuals.

Christian Andorade, an evangelist from Epic Games, talked about the state of Unreal Engine.

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  • Epic has allowed players to create content from their onset with ZZT and others.
  • The Epic way for game developers: a collection of products and services targetting multiple stores and technologies.
  • They launched the store to take advantage of 75 millions of existing installs, however, it’s still in dev, they are still adding features to it.
  • The store won’t be restricted to Unreal Engine games, will be more open soon.
  • Services such as player identities, profiles, chats, matchmaking developed for Fornite will be available later this year for free for developers.

Gerson da Silva from Ironhide Studios shared his experiences for taking games from Concept to Production.

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  • Maintain a high-level vision of the game design on the initial phases of development, explore options prior to detailing, even before prototyping. This helps foresee problems and “seed” mechanics to be properly detailed later.
  • A paper prototype seeks to abstract the experience of the game, change things quickly and evaluate. You can also create a digital version of the paper prototype simplifying the abstractions into cleaner systems (Note that this is different than a prototype for the game itself). Each iteration of prototyping grows the game model.
  • During preproduction, loose ideas from previous phases can become an obstacle to come up with a final concept and a scope. They should be transformed into design choices, or be discarded, using the development and market pillars as criteria.
  • It’s impossible to know if an idea is good or bad. The best you can do is transform it into a low-cost game experience and test it. Don’t spend time detailing or integrating it before validating it as an abstraction.

Luis Villegas, Director of Services and Infrastructure at Bungie, shared his experience working with global Intellectual Properties.

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  • Bungie has always obsessed with FPSs. With Destiny, the idea was to promote friendships, coordination, and cooperation inside the game.
  • Destiny was planned as a 10 years long project and ended up making the foundations for GaaS (Gaming as a Service).
  • Barriers for a brand to become global
    • Nationalism: Players supporting local development companies or hardware makers.
    • Language, although some countries preferring a foreign language due to cultural influence.
    • Cultural differences like jokes or context of the content.
    • Incompatible fantasies: For instance, “American supersoldier saving the world” not very popular in some countries in Asia.
  • Tools for a brand to be global:
    • Localized web forums and blogs.
    • Making characters more human and with features people can identify with on different demographics.
    • Using local publishers.
    • Tailored marketing and features based on the target culture.

Arturo Nereu, spoke about starting a Gamedev business locally using Unity.

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  • Unity provides multiple business opportunities within a single tech stack including Mobile, Console, Instant Games (with Project Tiny), AR/VR.
  • Alternative businesses such as projects for ATM (Automotive, Transportation, Manufacturing) can bring income and help learn skills, especially for local markets.
  • Help local companies grow: animation studios, architecture, car sellers, data visualization, interactive installations, museums. Use these opportunities to get resources and grow in skills.
  • Leverage on the new capabilities of Unity to create outstanding scenes efficiently, such as the Data-Oriented Tech Stack.

The closing panel, Moderated by Maureen,  featured Carlos Rocha, Luis Wong, Antonio Uribe, and Martin Cao, talking about creating Game Dev companies in Latin America.

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  • Making game development your work as opposed to a hobby helps focus and grow, but brings risks. It is your call to decide when to do it but it helps a lot to have several projects under your name already.
  • Appear to be what you want to be, projecting your company to one year in the future, but work actively to achieve it and persevere.
  • Believe in yourself while being humble and honest, and your chances to succeed will increase automatically.
  • Asking for help when you need it is vital to surviving. Build a group of mentors and experts to consult when needed, connect well and you are likely to find people willing to help just for the good of the industry.
  • Getting a partner helps in many ways, do your homework and research about him, and always be ready to break things apart when it doesn’t work.
  • Team building is a constant challenge, a good team is able to understand choices are made for the good of the game and are not personal.
  • If someone is ruining your team, get rid of him quickly. Hire or partner with people you would feel comfortable talking with for hours.
  • It’s impossible to start a company without facing risks: partner, break partnerships, hire people, fire people, don’t be afraid to get things rolling.

Missed Talks

  • Luis Wong from LEAP Game Studios (Perú)- Launching a successful Kickstarter
  • Antonio Uribe from Hyperbeard Games (México) – Creating a successful transmedia IP