08:30 - 09:15
Check-In
ZH
| R0 | R1 | R2 | R3 | |
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| Day 1 - 08:30 - 09:15 |
08:30 - 09:15 Check-InZH
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| Day 1 - 09:15 - 09:30 |
09:15 - 09:30 Opening RemarksZH
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| Day 1 - 09:30 - 10:30 |
09:30 - 10:30 OPUS系列,一場學習十多年的告別故事ZH Game Design Production & Management Narrative |
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| Day 1 - 11:00 - 12:00 |
11:00 - 12:00 From Kubernetes to Amazon GameLift: Operating Palworld's Stateful Multiplayer ServersEN → ZH Programming |
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| Day 1 - 12:00 - 13:30 |
12:00 - 13:30 Lunch BreakZH
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| Day 1 - 13:30 - 14:30 |
R0
13:30 - 14:30 《XXL猛漢町》線下推廣實務分享ZH Marketing & Business |
R1
13:30 - 14:30 The Art of Impact: What VR Taught Me About Why Most Game Trailers Feel WeightlessEN → ZH Marketing & Business XR |
R2
13:30 - 14:00 中小型團隊如何以小搏大?《OPUS:心相吾山》的 3D 與 Animation 高效自動化製程ZH Visual Arts Production & Management 14:00 - 14:30 敘事遊戲的「時光機」:《心相吾山》狀態管理與即時切換架構ZH Game Design Programming Production & Management |
R3
13:30 - 14:30 State of Unity - Before and After 6ZH Programming Visual Arts Production & Management |
| Day 1 - 15:00 - 16:00 |
R0
15:00 - 15:30 如何與編劇一起工作ZH Game Design Narrative 15:30 - 16:00 開發者小技巧:提升在地化品質ZH Localization |
R1
15:00 - 15:30 The Language of Game AtmosphereEN → ZH Game Design Visual Arts Audio 15:30 - 16:00 No Money, No Code, No Problem! How a Non-Programmer Used AI to Launch a Korean Indie Game on SteamEN → ZH Production & Management Marketing & Business GenAI |
R2
15:00 - 15:30 數值設計都是靠感覺?—給工作夥伴的數值設計白話文ZH Game Design 15:30 - 16:00 解構《Balatro》的數值堆疊魔力並融入長線營運 : 以自研卡牌工具 DEAL 打造《Aurayale》的心路歷程ZH Game Design Programming GenAI |
R3
15:00 - 16:00 他劫持了我的遊戲:AI對話如何長成一款後設戀愛遊戲ZH Game Design GenAI Narrative |
| Day 1 - 16:30 - 17:30 |
R0
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R1
16:30 - 17:30 From Modding to AAA: Trusting Your Intuition When Making GamesEN → ZH Game Design |
R2
16:30 - 17:30 AI 是個人思維的延伸,不是替身:遊戲企劃如何將模糊的概念變成可實作的規格ZH Game Design GenAI |
R3
16:30 - 17:30 3D Creation for Everyone: The New Era of Unity Studio × Unity AI CollaborationZH Programming Production & Management GenAI |
| R0 | R1 | R2 | R3 | |
|---|---|---|---|---|
| Day 2 - 08:30 - 09:30 |
08:30 - 09:30 Check-InZH
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| Day 2 - 09:30 - 10:30 |
09:30 - 10:30 從《SILENT HILL f》看大規模遊戲開發之跨國合作經驗分享ZH Production & Management |
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| Day 2 - 11:00 - 12:00 |
11:00 - 12:00 Business Success for Creative People in GamesEN → ZH Marketing & Business |
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| Day 2 - 12:00 - 13:30 |
12:00 - 13:30 Lunch BreakZH
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| Day 2 - 13:30 - 14:30 |
R0
13:30 - 14:30 美術如何「附魔」成為技術美術ZH Programming Visual Arts Production & Management |
R1
13:30 - 14:30 Incomplete Recipes to success : A Venba post-mortemEN → ZH Game Design Marketing & Business |
R2
13:30 - 14:00 當 ML 工程師加入遊戲團隊:AI 概念如何落地到三消遊戲開發流程ZH Game Design Programming GenAI 14:00 - 14:30 想駕馭 AI 協作不翻車?你需要版控時光機!ZH Production & Management GenAI |
R3
13:30 - 14:00 從聲響出發:音效設計分析與部分經驗分享ZH Audio 14:00 - 14:30 聲音整合與遊戲音訊技術:解決遊戲/VR開發過程中的聲音難題ZH Audio |
| Day 2 - 15:00 - 16:00 |
R0
15:00 - 16:00 核心玩法的選擇與探索ZH Game Design |
R1
15:00 - 15:30 On Toei Games' Business StrategyJP → ZH Production & Management Marketing & Business 15:30 - 16:00 開創未來遊戲:獨立遊戲硬體開發指南 —— 以掌上型裝置「Thumbylina」為例ZH Game Design Programming Production & Management |
R2
15:00 - 15:30 AI協助您從空的專案到可玩射擊遊戲:Kiro AI 驅動 Unity 開發全流程ZH Game Design Programming GenAI 15:30 - 16:00 讓程式呼吸:Noise 在遊戲視覺、動畫與程式中的應用ZH Programming Visual Arts |
R3
15:00 - 16:00 原來 F2P 跟我想的不一樣!Dance Guru 上線後的留存、付費轉換與產品化實戰ZH Production & Management Marketing & Business XR |
| Day 2 - 16:30 - 17:30 |
R0
16:30 - 17:00 三生三世的轉型之路: 溫哥華 Hothead Games 跨越18年產業變革的興衰與啟示ZH Production & Management Marketing & Business |
R1
16:30 - 17:00 從敘事到關卡設計踩過的坑:《炎姬》流程體驗的設計思路ZH Game Design |
R2
16:30 - 17:00 廟會、老街與點擊開發:從〈恆樂町〉分享台灣在地文化的數位轉譯ZH Game Design 17:00 - 17:30 我若是不爽,我就送你一桶汽油跟一根番仔火:論八點檔 IP 的遊戲化路徑Ray Hung, Allen Yu, Yu-Yi Chen ZH Game Design Visual Arts Marketing & Business |
R3
16:30 - 17:00 讓劇情成為你遊戲的特色-從靈感到大綱,建立可製作的故事設計圖ZH Narrative 17:00 - 17:30 透過QA課程協助團隊測試之實績分享與探討ZH Production & Management |