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Why Now Is the Best Time Ever to Be a Game Developer

Ingress: Design Principles Behind Google's Massively Multiplayer Geo Game

Playing with 'Game'

Gathering Your Party with Project Eternity (GDC Next 10)

D4: Dawn of the Dreaming Director's Drama (GDC Next 10)

Using Plot Devices to Create Gameplay in Storyteller (GDC Next 10)

How I Learned to Stop Worrying and Love Making CounterSpy (GDC Next 10)

Luck and Skill in Games

Minimalist Game Design for Mobile Devices

Broken Age: Rethinking a Classic Genre for the Modern Era (GDC Next 10)


GDC Next 2013 Category

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Why Now Is the Best Time Ever to Be a Game Developer
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SKU#: GDCN13-26873_DWRW
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Description: Why Now Is the Best Time Ever to Be a Game Developer
Kellee Santiago | Head of Developer Relations, OUYA
Julie Uhrman | Founder, CEO, OUYA

Location: Room 515 B
Date: Tuesday, November 05
Time: 10:00am-11:00am
Format: Session
Discipline: Business & Marketing
Track: Next Generation Game Platforms, Independent Games
Vault Recording: Video


2013 marked the entry of brand new territory for game creators. Led by visionary entrepreneurs, industry veterans, support from the core community, and a few dreamers, a new wave of gaming hardware is filling the market from unexpected corners of the industry. Inspired by promising indie talent, frictionless online game stores, and new ways to fund development and sell games, these new hardware makers and game platforms are becoming a springboard of innovation, experimentation, and creativity for the gaming business. OUYA has been part of this rogue band since the beginning -- leaping into uncharted territory and steadily enabling a new generation of developers like Matt Thorson, Fayju, GoldenTricycle, Eric Froemling, Mighty Rabbit Studios, and others to get creativity into living rooms quicker, cheaper and with less red tape.
Takeaway
OUYA's founder and chief will explore the many opportunities opening up in 2013 and 2014 for all the various kinds of independent game creators.


Ingress: Design Principles Behind Google's Massively Multiplayer Geo Game
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SKU#: GDCN13-26872_EUQG
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Description: Ingress: Design Principles Behind Google's Massively Multiplayer Geo Game
Brandon Badger | Product Manager, Niantic Labs @ Google

Location: Room 511 AB
Date: Thursday, November 07
Time: 2:00pm-2:30pm
Format: Session
Discipline: Business & Marketing
Track: Cloud Gaming, Independent Games
Vault Recording: Video


Ingress is a massively multiplayer geo game that was launched this year by Google's Niantic Labs. Players move through the real world using an Android device and the Ingress app to discover and tap sources of a mysterious energy. Players acquire objects to aid in their quest, deploy tech to capture territory, and ally with other field agents to advance the cause of the Enlightened or the Resistance in an epic struggle for the fate of humanity. This talk will discuss Google's latest efforts to create "adventures on foot" using Android and Google's Geo data. The discussion will focus on the game design principles and techniques used to create Ingress, as well as opportunities to use emerging technologies to create new types of mobile gaming experiences.
Takeaway
Attendees will hear about wearable computing and the new game experiences afforded by these new devices, as well as key learnings from the first year of Ingress, Google's geo game.


Playing with 'Game'
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SKU#: GDCN13-26871_XLHQ
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Description: Playing with 'Game' Raph Koster | Designer, Independent Location: Room 515 B Date: Tuesday, November 05 Time: 11:15am-12:15pm Format: Session Discipline: Design & UI Track: Future of Gaming Vault Recording: Video Never mind the future - the present of games is quickly carrying us well beyond the classic understandings of what a game is. We've got gamified restaurants, psychological self-help tools, immersive narrative experiences, quasi-gambling experiences, political statements and more. Along the way, we're seeing conflicts between subcultures in our audience, and within our development community as well. Players get mad when a title isn't what they expected. Developers watch the encroachment of business practices they dislike. Designers try to apply the tools of one genre to another, and find they don't always work. Is "game" even a thing? And if it is, in what ways do these varied approaches relate to one another? In this lecture, we'll take a look at a craft-centric approach to the question: what do we make, who do we make it for, and how can we best make what we want? Takeaway Attendees will learn about a framework for thinking about varied types of interactive experiences and the four types of problems that make for compelling play. They will also take away practical design checklists and techniques for these different approaches: top five tips for narrative experiences, ludic experiences, coercive experiences and so on.

Gathering Your Party with Project Eternity (GDC Next 10)
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SKU#: GDCN13-26865_SAPR
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Description: Gathering Your Party with Project Eternity (GDC Next 10)
Josh Sawyer | Project Director, Obsidian Entertainment

Location: Room 515 A
Date: Wednesday, November 06
Time: 4:15pm-4:45pm
Format: Session
Discipline: Design & UI
Track: Future of Gaming
Vault Recording: Video


This talk will feature the retro-evolution of classic 2D RPG elements in Obsidian Entertainment's Project Eternity. From the challenges of creating massive, dynamically-lit isometric environments to trusting in players' vivid imaginations and problem-solving capabilities, Project Eternity poses some interesting challenges to its veteran team. To find the right balance between using contemporary development practices and meeting classic RPG expectations, the developers have solicited community feedback, returned to past titles and, of course, played a bunch of D&D. Join us on an adventure fraught with wonders and perils more dazzling than the Warlock's Crypt!
Takeaway
Attendees will learn how 13440 x 7560 renders sound cool until you see how big they are on disk, how classic challenge is good, as long as you avoid classic obfuscation, and how a few words with a loose illustration can be a scene's greatest illustrator.


D4: Dawn of the Dreaming Director's Drama (GDC Next 10)
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SKU#: GDCN13-26864_UXGH
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Description: D4: Dawn of the Dreaming Director's Drama (GDC Next 10)
Hidetaka 'SWERY' Suehiro | Director & Game Designer, Access Games

Location: Room 515 B
Date: Wednesday, November 06
Time: 11:15am-12:15pm
Format: Session
Discipline: Design & UI
Track: Future of Gaming
Vault Recording: Video


With the advent of next-generation consoles, the experiences video games can provide have become even more diversified. Graphics keep improving, along with sound effects and dynamic expressions. New services are also possible with cloud technology. Midst all these changes, D4 has been developed with a strong focus on "recreating sensory experiences," and empathy, one of the cornerstones of game design.In this session, the creator of the mysteriously-titled D4 will explain his unique approaches as professionally as possible, while occasionally digressing into personal anecdotes from the process.
Takeaway
Things to be careful of when designing games with physical computing devices (and especially the new Kinect).A review of simple, but often overlooked approaches to game design.


Using Plot Devices to Create Gameplay in Storyteller (GDC Next 10)
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SKU#: GDCN13-26843_GIIX
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Description: Using Plot Devices to Create Gameplay in Storyteller (GDC Next 10)
Daniel Benmergui | Independent Developer, Ludomancy

Location: Room 515 A
Date: Thursday, November 07
Time: 2:45pm-3:15pm
Format: Session
Discipline: Design & UI
Track: Future of Gaming
Vault Recording: Video


Literature and cinema make use of many kinds of mechanisms to create plot: amnesia, sudden revelations, character initiatives, deus ex machina, etc. But most of us experience these passively as an audience. In this talk, Daniel will walk through several levels of Storyteller, showing how it makes you think about these mechanisms in order to solve story creation challenges.
Takeaway
Storyteller is a very different puzzle game from what we are used to. The design questions which arise from it are interesting, unusual and close to how we relate to games and stories.


How I Learned to Stop Worrying and Love Making CounterSpy (GDC Next 10)
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SKU#: GDCN13-26840_PVYW
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Description: How I Learned to Stop Worrying and Love Making CounterSpy (GDC Next 10)
David Nottingham | Co-Founder and Creative Director, Dynamighty

Location: Room 511 C
Date: Wednesday, November 06
Time: 3:15pm-3:45pm
Format: Session
Discipline: Design & UI
Track: Future of Gaming
Vault Recording: Video


David will introduce Dynamighty's first title, CounterSpy, being developed for PS3, PSVita and Mobile. He will walk us through the development path of the game and how the concept has taken shape according to the creative values of the company's founders. The recent explosion in indie gaming has brought forth many amazing voices and new interactive experiences into the world. David will discuss the challenges, fears and anxieties that any new studio faces creating original work in such a high quality, competitive field, and how he has learned to stop worrying and focus on making CounterSpy. DISCLAIMER: This talk will include the sharing of personal anecdotes, inspirations, fears and failures that may not work for others. Viewer discretion is advised.
Takeaway
The audience will walk away with a perspective on how one group leapt forward, without a parachute, to start their own studio and create their first game.


Luck and Skill in Games
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SKU#: GDCN13-26839_EWJI
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Description: Luck and Skill in Games
Skaff Elias | Owner, Three Donkeys

Location: Room 511 AB
Date: Thursday, November 07
Time: 3:45pm-4:15pm
Format: Session
Discipline: Customer Experience, Programming & Architecture
Track: Future of Gaming
Vault Recording: Video


Luck and skill are commonly thought of as opposing characteristics of games. This talk will attempt to explain how the picture is much more complex. Both luck and skill can be just as much a function of the players as the game, creating a difficult challenge for the designer. The methods and advantages of altering the amount of luck or skill in games are discussed. More importantly, we will try to understand what factors may lead a designer to want to change them.
Takeaway
Learn to identify luck and skill in your game, adjust them, and harness them - depending on the needs of your audience.


Minimalist Game Design for Mobile Devices
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SKU#: GDCN13-26831_IFMR
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Description: Minimalist Game Design for Mobile Devices
Thomas Ryder | Game Designer, House on Fire

Location: Room 515 A
Date: Wednesday, November 06
Time: 2:00pm-3:00pm
Format: Session
Discipline: Design & UI
Track: Smartphone & Tablet Games
Vault Recording: Video


The atmospheric science fiction thriller The Silent Age is one of the first point-and-click adventure games to be tailor-made exclusively for mobile devices. Every aspect of the game, ranging from interaction design to sound, was carefully handcrafted with tablets in mind. This talk will offer insight into various design challenges faced by the team and how they were solved. With a strong focus on interaction design, the talk will tell the story of a unique approach to game design, in which the keywords are minimalist design and strict dogmatic rules.
Takeaway
This talk is a must-see for designers of mobile platform games, in particular, those who are interested in a minimalist approach to design. Attendees will leave the talk with a list of do's and don'ts in mobile device game design - told through case stories from the trenches of mobile game development.


Broken Age: Rethinking a Classic Genre for the Modern Era (GDC Next 10)
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SKU#: GDCN13-26764_QBPG
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Description: Broken Age: Rethinking a Classic Genre for the Modern Era (GDC Next 10)
Oliver Franzke | Lead Programmer, Double Fine Productions
Lee Petty | Project Lead, Double Fine Productions
Greg Rice | Brand Manager, Double Fine Productions
Tim Schafer | President & CEO, Double Fine Productions

Location: Room 515 B
Date: Wednesday, November 06
Time: 2:00pm-3:00pm
Format: Session
Discipline: Design & UI, Business & Marketing
Track: Future of Gaming
Vault Recording: Video


After the success of their record-breaking Kickstarter campaign, Tim Schafer and the team at Double Fine were tasked with developing a brand new point-and-click adventure game in the vein of Tim's early work at Lucas Arts. The demand for this type of game was clear, but much has changed in the 15 years since Tim last visited the genre. In this talk, we'll hear a multidisciplinary panel of members from the Broken Age team discuss ways in which they leveraged modern technology and methodologies to deliver a game that preserves the ideas and experiences core to the traditional adventure game.


Star Citizen: Going Beyond Crowdfunding
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SKU#: GDCN13-26763_QWGX
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Description: Star Citizen: Going Beyond Crowdfunding
Chris Roberts | Chief Creative Officer, Cloud Imperium Games

Location: Room 515 B
Date: Tuesday, November 05
Time: 5:00pm-5:30pm
Format: Session
Discipline: Business & Marketing, Design & UI
Track: Future of Gaming, Cloud Gaming
Vault Recording: Video


With a record-smashing crowdfunding campaign and Hollywood-caliber visuals, Chris Roberts' Star Citizen is setting new standards in game development. Star Citizen is also breaking new ground in community interaction, continuing development support by keeping an active fan base involved through the entire development cycle. Star Citizen has treated its audience differently. This not only enabled Cloud Imperium Games to raise more money than any other crowdfunded project, but more importantly, it allowed them to build a huge, vibrant and growing community that gives the project a head start on the large player base needed to support a massive virtual universe like Star Citizen. In his talk, Chris will outline some of the ideas that have worked best when building the Star Citizen community and the types of content that seem to energize the fan base.
Takeaway
Star Citizen isn't just setting new standards for art, design and programming, it's setting a new standard for community interaction, one that anyone can benefit from following.


An Odd Collaboration: How Neil Gaiman and The Odd Gentlemen Decided to Make Wayward Manor Together (GDC Next 10)
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SKU#: GDCN13-26637_RQSL
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Description: An Odd Collaboration: How Neil Gaiman and The Odd Gentlemen Decided to Make Wayward Manor Together (GDC Next 10)
Matt Korba | President and Creative Director, The Odd Gentlemen

Location: Room 511 AB
Date: Thursday, November 07
Time: 11:15am-11:45am
Format: Session
Discipline: Design & UI
Track: Future of Gaming, Independent Games
Vault Recording: Video


An "ordinary" Lego play session turned into a unique collaboration between game makers and a storyteller. A seemingly one of a kind collaboration led not only to a new way to approach game development, but also a unique way to approach the working relationship. This discussion will deal with a peculiar type of creative process, one that involves a game maker and outside talent from another creative field: literature. We'll talk about how to set up a collaborative environment to build a unique game and world. This unusual collaboration influenced the inception of Wayward Manor, and led to the creation of every single character, level, mechanic and story element of the game. Our play session quickly became one of brainstorming, and those little Lego bricks became representations of classic Hollywood style and the characters of old comedy horror films. As we worked, we knew the collaboration would have to combine what we were both best at. We set our pillars for the creative design and agreed that we wanted to create a living story with a dead protagonist that we could unveil across multiple games. Much like Gaiman's writing, we wanted to leave the player breadcrumbs and hints to discover more about the story as it unfolds, in a way that only could be done in games. Wayward Manor came to life through the process of Lego prototyping. With these simple tools, we were able to develop the story beats, systems and character relationships at a minimal cost. Simultaneously, we defined old Hollywood tropes to develop a game that captured those fun, iconic characters and scenarios which exemplified the genre.
Takeaway
The audience will walk away with insight into how a working relationship between two different creative mediums can translate into a game that represents both parties' talents equally. Attendees will also hear firsthand the benefits of prototyping their game with Legos to get to the core idea, and how they can tell stories through little colored blocks.


Project Spark: Enabling and Inspiring the User to Make (Almost) Anything (GDC Next 10)
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SKU#: GDCN13-26623_PPAX
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Description: Project Spark: Enabling and Inspiring the User to Make (Almost) Anything (GDC Next 10)
Soren Hannibal | Technical Director, Team Dakota/Microsoft

Location: Room 515 B
Date: Wednesday, November 06
Time: 10:00am-11:00am
Format: Session
Discipline: Design & UI
Track: Future of Gaming, Free to Play & New Game Business Models
Vault Recording: Video


Project Spark is a new free-to-play creation engine that allows players of all skill levels to make their own games and share them with the world. Project Spark will ship across multiple platforms and support multiple input devices. Come hear some of the ways in which Project Spark encourages players to become creators, using layers of simplicity to ease the learning curve, adding a deceptively powerful visual programming language, and encouraging players to cooperate and specialize in different areas. We'll cover how to design and engineer an experience that not only turns the very act of making a game into a fun game itself, but enables players to create the unexpected. We'll also cover some of the broader challenges with making a sandbox creation framework that supports multiple game genres, pushing the limits of what consumers and developers expect.
Takeaway
Audience members will take away the following: a) Everyone can create, they just may not believe it themselves b) Hand your tools to the users - they will surprise you, and you can't predict what matters to them c) Empowering players without overwhelming them through layering and scaffolding techniques d) Aiming for anything is hard, and flexibility requires twice the work and three times the planning e) Sandboxes all come together really late, so feature implementation order becomes extra important.


Doki-Doki Universe: Sweet, Simple and Genuine (GDC Next 10)
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SKU#: GDCN13-26596_AWNY
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Description: Doki-Doki Universe: Sweet, Simple and Genuine (GDC Next 10)
Greg Johnson | CEO and Founder, HumaNature Studios

Location: Room 511 AB
Date: Tuesday, November 05
Time: 5:00pm-5:30pm
Format: Session
Discipline: Design & UI
Track: Independent Games
Vault Recording: Video


Greg Johnson will introduce his studio's new PS3, PS4, Vita and mobile title, Doki-Doki Universe, being published first-party by Sony and being released worldwide in December. He'll describe the design objectives behind this title, and talk about some of the challenges the studio dealt with in creating an emotionally-based, interactive story game that has a huge diversity of characters and stories. He'll also talk about why they chose to build a personality test and an animated messaging app into the game, and what it has been like working with Sony as a publisher.
Takeaway
Tackling the big problem of interactive story is hard. Expressive behavior simulation, conversation simulation, emotional and contextual states, AI memory, player goals - this is all complex stuff. Trying to be innovative in this space on a milestone schedule is kind of crazy, especially if it's an open-ended, sandbox-style game, which means you don't know if it will all work until late in development. Eek! The lessons: A) You don't need to solve all the deep problems. Start simple, and build with heart. B) Keep the faith.


On Demand Compute Power for Games
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SKU#: GDCN13-26550_IFLM
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Description: On Demand Compute Power for Games
John Bruno | Lead Program Manager, Microsoft

Location: Room 511 C
Date: Tuesday, November 05
Time: 2:00pm-3:00pm
Format: Session
Discipline: Production
Track: Cloud Gaming, Future of Gaming
Vault Recording: Video


Imagine what you could do if your game had the vast power of cloud computing: build and destroy shared game worlds at an epic scale; deliver cloud-based learning AI, so no one ever plays alone; make bigger multiplayer games with consistently available, dedicated game servers. Game developers have long recognized the benefits of moving portions of their game code to the server, but server development has historically been challenging and cost prohibitive. Achieving the power and scale that is required to meet the demand of online gaming in a cost-effective way is a nontrivial problem to resolve. With Xbox Live Compute, Microsoft is providing developers with the tools and infrastructure they need to embrace building games as a service - games that leverage the power and availability of the ever expanding cloud.
Takeaway
Attendees will learn about the key advantages to moving their games to the cloud, as well as best practices for success. Additionally, they will hear about the strategic investments Microsoft is making in cloud-based game development, and the impact these investments will have on game development in the future.


Building Mobile Games for the Next Consumer Mega Trend: Wearable Technology
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SKU#: GDCN13-26387_GYLZ
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Description: Building Mobile Games for the Next Consumer Mega Trend: Wearable Technology
Shawn Hardin | Founder & CEO, Mind Pirate
Unni Narayanan | Co-Founder & Head of Operations, Mind Pirate

Location: Room 512
Date: Thursday, November 07
Time: 11:15am-12:15pm
Format: Session
Discipline: Design & UI
Track: Next Generation Game Platforms, Smartphone & Tablet Games
Vault Recording: Video


The next consumer mega trend of mobile "wearables" is imminent, and is sure to spawn a new chapter of mobile entertainment and mass market games. Mind Pirate, a wearable technology company based in Menlo Park, is responding to this trend by delivering cutting-edge game technology that fully exploits the unique and underutilized features of current smartphones and tablets, as well as next-generation mobile wearable devices, like Google Glass. The company's credo - Your World is the Game Board - describes its focus on enabling games that transform the player's ability to perceive and interact with the physical environment.
Takeaway
At GDC Next, co-founders Shawn Hardin and Unni Narayanan will speak about the fast-growing wearable technology marketplace and the company's next-generation mobile Callisto platform, which will soon be in the hands of select developers, and available around the world to third party developers in 2014.


From Game Jam to Full Game - Super TIME Force & Other Shining Examples (GDC Next 10)
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SKU#: GDCN13-25755_OYKE
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Description: From Game Jam to Full Game - Super TIME Force & Other Shining Examples (GDC Next 10)
Nathan Vella | President and Co-Founder, Capy Games

Location: Room 515 A
Date: Tuesday, November 05
Time: 4:15pm-4:45pm
Format: Session
Discipline: Production, Business & Marketing
Track: Independent Games
Vault Recording: Video


Game jams - where small teams create a playable experiment on a micro-schedule - have risen from a tiny following to a full-fledged piece of the game dev world. With global, local, themed and in-studio jams happening all the time, it's no wonder that every so often a jam game transcends its three day dev cycle and becomes something larger: a "full" game destined for a major platform. This talk will discuss the process Capy took in bringing Super Time Force from game jam to console title, including the many positives and negatives this style of development entails. In addition, it will take learnings from other developers who have gone from jam to release, including Greg Rice (Double Fine Amnesia Fortnight), Itay Keren (Global Game Jam), Ben Esposito (Molyjam) and Kyle Pulver (local jam in Phoenix, AZ).
Takeaway
The talk will focus on the creative and production challenges faced when creating a game this way, and potential ways of overcoming them. Further, it will discuss promotional opportunities and pitfalls that come along with developing this way.


The Observer Friendly Game
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SKU#: GDCN13-25722_LDDA
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Description: The Observer Friendly Game
Sean Day[9] Plott | President, JINK.TV, Inc.

Location: Room 515 A
Date: Tuesday, November 05
Time: 3:15pm-3:45pm
Format: Session
Discipline: Customer Experience, Design & UI
Track: Future of Gaming
Vault Recording: Video


With live streaming and YouTubing of Let's Plays and e-Sports events on the rise, your game needs to be as watchable as it is playable. Will people watch your game? Will they share gameplay videos with friends? Sean "Day[9]" Plott explains how to design games with the viewer in mind!
Takeaway
You will learn tips and techniques to design watchability into your game. Watchability leverages the rise of Let's Plays, e-Sports and other user-generated video content as a modern form of marketing your game!


Binders Full of Women: Diversifying Feminine Archetypes in Games
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SKU#: GDCN13-25687_PGHR
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Description: Binders Full of Women: Diversifying Feminine Archetypes in Games
Jill Murray | Director, Narrative Design, Ubisoft Quebec

Location: Room 515 B
Date: Tuesday, November 05
Time: 4:15pm-4:45pm
Format: Session
Discipline: Production
Track: Future of Gaming
Vault Recording: Video


The Future: as female audiences continue to grow, game developers include more and more women characters in playable and supporting roles. In this landscape increasingly dominated by strong-willed women heroines who do it all, how do you make yours stand out? The historical debate over whether or how to include women in games long past, this talk turns to focus on factors that bring unique appeal to your game: a breadth and variety of new narrative and gameplay options brought by a range of characters and personalities inspired by real women in history, and contemporary women important to game developers you know.
Takeaway
Attendees will gain insight to help them research and create female characters, as well as suggestions for drawing narrative design and game mechanics from such characters. The bulk of the talk will consist of real women's stories, from the outwardly heroic to the quiet heroism of the ordinary.


The Story Behind Square Enix Collective
Price:$3.95

SKU#: GDCN13-25656_ILTL
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Description: The Story Behind Square Enix Collective
Phil Elliott | Head of Community, Square Enix

Location: Room 511 AB
Date: Wednesday, November 06
Time: 4:15pm-4:45pm
Format: Session
Discipline: Business & Marketing
Track: Independent Games
Vault Recording: Video


In this session Phil Elliott will reveal more details about the recently-announced Square Enix Collective platform, including the IP that Square Enix will make available for teams to work with, details on launch plans, submission parameters, platforms - plus your chance to ask questions and find out more.Collective is your chance to get game ideas out there in front of the community. Showcase your project pitches, get feedback on your plans and start building momentum behind your game idea with the people who could fund or buy your game directly.If the community supports your idea you could find funding direct from the crowd via Square Enix's partnership with Indiegogo.
Takeaway
Collective is a curated platform that enables creators to post ideas, and gamers to judge whether they should become reality. Every idea that's successful with the community is checked and helped by Square Enix, while a partnership with world-leading crowdfunding platform Indiegogo enables gamers to then back the ideas they love the most.


In the Time It Takes a Heart to Beat
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SKU#: GDCN13-25591_JFCZ
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Description: In the Time It Takes a Heart to Beat
Ste Curran | Creative Director, Freelance

Location: Room 511 AB
Date: Wednesday, November 06
Time: 10:00am-11:00am
Format: Session
Discipline: Design & UI, Customer Experience
Track: Future of Gaming, Independent Games
Vault Recording: Video


A story about a 3AM phone call, a girl called Epher and a heartbeat. Ste Curran talks about moments in games: how we remember them, why we remember them and why they're the one thing you need to care about. This talk is about games, life and death. It is not a traditional lecture.
Takeaway
Attendees will consider their game - and, hopefully, their own lives - in terms of experience and legacy; the moments of pleasure and the things that will be remembered.


Kickstarting Your App Right: The Story Behind Zombies, Run!
Price:$3.95

SKU#: GDCN13-25513_KKQM
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Description: Kickstarting Your App Right: The Story Behind Zombies, Run!
Adrian Hon | CEO, Six to Start

Location: 501
Date: Thursday, November 07
Time: 10:00am-11:00am
Format: Session
Discipline: Business & Marketing, Design & UI
Track: Health & Wellness Apps, Entertainment Apps
Vault Recording: Video


Learn how Zombies, Run! became the top Kickstarter videogame project in 2011. Despite having no paid advertising or marketing, the app attracted 3500 backers and went on to debut in the top ten of the iTunes App Store. In this session, Six to Start CEO Adrian Hon will discuss how his team created a clear and compelling idea for Zombies, Run!. He will share how they provided fanatical interaction with their backer community, and produced the app on time and on budget. He will also provide tips on how his team turned Zombies, Run! into a sustainable product and brand.
Takeaway
How to create a successful Kickstarter campaign for your app; how to manage backer expectations and grow a supportive community; things to consider when launching a crowdfunded app on iOS, Android, and other platforms.


The Evolution of Sonic: Dashing into a Freemium World
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SKU#: GDCN13-25494_VSEP
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Description: The Evolution of Sonic: Dashing into a Freemium World
Ethan Einhorn | Director of Online Services, SEGA

Location: Room 511 C
Date: Wednesday, November 06
Time: 4:15pm-4:45pm
Format: Session
Discipline: Business & Marketing, Customer Experience
Track: Free to Play & New Game Business Models, Smartphone & Tablet Games
Vault Recording: Video


SEGA provides an inside look at how Sonic has grown and developed on mobile, from the initial, one-time download launch of Sonic & SEGA All-Star Racing, to reevaluating business models with titles like Sonic Dash and Sonic Jump. SEGA explores the transition between monetization models, as well as changes made to gameplay, presenting the learnings that have been applied to make a legacy brand successful in a freemium world.
Takeaway
Attendees will get an inside look at what it takes to successfully transition a mass market game brand from premium to free-to-play development. They will also learn what must done to make a product successful after the user acquisition challenge has been solved.


Raising VC Funding for Mobile Games
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SKU#: GDCN13-25462_GCGO
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Description: Raising VC Funding for Mobile Games
Seth Sivak | CEO, Proletariat Inc.

Location: Room 511 C
Date: Tuesday, November 05
Time: 5:00pm-5:30pm
Format: Session
Discipline: Business & Marketing
Track: Smartphone & Tablet Games
Vault Recording: Video


Funding - there used to only be one way to find it in the game industry and that was through a publisher. Times are changing, especially in the mobile industry, and everyone from angel investors to traditional venture capital firms are starting to look at game developers as potential investments. Why take VC money? Where do you start? Who do you talk to? How do VC firms differ from publishers? This talk is a postmortem on our experience raising money over the course of several months, and will cover the entire process from strategy to the final deal.
Takeaway
This talk will cover why we chose to take VC money, who we talked to, the process for pitching, how we built our pitch deck and the strategy behind the fundraising experience. Attendees will leave with an understanding of how VCs work and how to get started raising money.


Porting Realm of Empires from Facebook to Mobile HTML5
Price:$3.95

SKU#: GDCN13-25460_UTDT
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Description: Porting Realm of Empires from Facebook to Mobile HTML5
Greg Balajewicz | CEO, BDA Entertainment Inc.

Location: Room 512
Date: Wednesday, November 06
Time: 10:00am-11:00am
Format: Session
Discipline: Programming & Architecture
Track: Cloud Gaming
Vault Recording: Video


Learn how to build a cross-platform game for both mobile and desktop platforms using HTML5. Yes, it is possible to make a commercially viable game using HTML5 on mobile, but it is not easy. Greg will explain the highlights of BDA's adventure, focusing on pitfalls to avoid and recommended best practices. While most game attempts have used HTML5 Canvas as the sole tool, BDA has taken a hybrid approach of using both the HTML/CSS and HTML5 Canvas, which has direct applications in fields other than gaming. Attendees will walk away better equipped to decide if HTML5 will work for their app project or not, and what architecture options are available.
Takeaway
Attendees will walk away better equipped to decide if HTML5 will work for their app project or not. Greg will go over the different architectural options available, what pitfalls and performance limitations can be expected, what works for mobile, and what doesn't.



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