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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 2010 Category

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The Art of Interface Design at Harmonix Music Systems
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SKU#: GDC10-10659
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Description: The Art of Interface Design at Harmonix Music Systems
Speaker/s: Kevin McGinnis (Harmonix Music Systems)
Day / Time / Location: Friday 9:00-10:00 Room 305, South Hall
Track / Format: Visual Arts , Game Design / Lecture
Description: The focus of this presentation will be to show an evolution over the years of how Harmonix develops their User Interfaces. Using games in their catalogue, like Rock Band and The Beatles: Rock Band, a detailed visual thread of preproduction style boards, UI animation mockups and tool development will be shown in describing their process. In addition to the visual aspects of creating interfaces, there will be talk about how the UI art team has drastically expanded and adapted over the years to a changing design landscape. How support for artists have grown, along with specific tool developments created for The Beatles: Rock Band project, along with advances in opening a larger communication pipeline between design, art and code.


Broadening a Genre While Retaining Its Soul
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SKU#: GDC10-10653
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Description: Broadening a Genre While Retaining Its Soul
Speaker/s: Tom Cadwell (Riot Games)
Day / Time / Location: Thursday 1:30- 2:30 Room 131, North Hall
Track / Format: Game Design / Lecture
Description: As developers, we are faced with a dilemma when we develop a game in an existing hardcore genre: how do we make a hardcore game that appeals to the existing audience while also reinventing some of the game play to broaden the game's appeal? Good design decisions can attract new players without losing existing ones, but finding these ideal decisions is challenging. This talk is a case study of how these decisions can succeed or fail with the hardcore audience within the context of our experience making League of Legends.


Common to Critical Risk Management Issues in Online Gaming Communities
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SKU#: GDC10-10650
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Description: Common to Critical Risk Management Issues in Online Gaming Communities
Speaker/s: Rebecca Newton (MindCandy.com)
Day / Time / Location: Friday 9:00-10:00 Room 133, North Hall
Track / Format: Business and Management / Lecture
Description: This SYA session will begin by addressing the basics of COPPA compliance, Safe Harbor certification, and current copyright and data protection issues. We'll identify common-to-critical risks faced within online gaming communities and how best to manage those risks. The primary focus will be upon two user-risk categories: Griefing (spamming, scamming, harassment, etc.) and Predatory behavior (credit card fraud, stalking, harassment, and other harmful and potentially illegal forms of user abuse). We'll complete the session by examining the cost of risk to your bottom line and proven methods to mitigate the risks.


Artgame Sessions
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SKU#: GDC10-10649
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Description: Artgame Sessions
Speaker/s: Frank Lantz (area/code), Daniel Benmergui (Independent), John Sharp (Savannah College of Art and Design-Atlanta), Wesley Erdelack (versusclucluland.com), Anthony Burch (Destructoid) and Jason Rohrer ()
Day / Time / Location: Friday 3:00- 4:00 Room 131, North Hall
Track / Format: Game Design , Visual Arts / Lecture
Description: Over the past two years, there has been a surge in games challenging the conventional wisdom that games are dispensers of leisure time entertainment. This ad hoc movement, referred to as 'artgames,' has caught the attention of both industry leaders and the mainstream media. What sets artgames apart is their rejection of 'good game design' conventions and cutscene-based narrative. Artgame developers take the stance that it is possible to explore the human condition, subtle emotions, and transformations of the player through game mechanics and interactivity.

Artgame Sessions will introduce the audience to the movement by closely examining the games of four important developers working in this area. Through a series of four short talks, audience members will come to understand some of the motivations and goals of the artgame movement.

These presentations will not be done by the developers themselves. Instead, other game-makers and journalists will examine the developer's approach to making artgames and the play experiences they provide.

This year, the Artgame Sessions will include the following four short talks:

1) Anthony Burch (aka Reverend Anthony) on Ubisoft Montreal's Far Cry 2
2) Wesley Erdelack (aka Iroquois Pliskin) on Jonathan Blow's Braid
3) Frank Lantz on Mark Essen's Flywrench and The Thrill of Combat
4) Jason Rohrer on Terry Cavanagh and Stephen Lavelle's Juidth


Going to Hell - A Concept Design Overview of Dante's Inferno
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SKU#: GDC10-10647
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Description: Going to Hell - A Concept Design Overview of Dante's Inferno
Speaker/s: Ash Huang (Electronic Arts)
Day / Time / Location: Thursday 1:30- 2:30 Room 305, South Hall
Track / Format: Visual Arts / Lecture
Description: Dante's Inferno is a 3rd person action game that takes its inspiration from the medieval poem of the same name. As part of the larger body of work written by the author, Dante Alighieri, the Inferno was the first of three poems that formed a treatise on the afterlife entitled The Divine Comedy. Rich in description and vivid in its imagination, this seminal piece of work served as an inspirational framework around which to create a game. The following session will discuss the journey and creative process that the concept team at Visceral Studios took to create this game.


A Day at the Museum: How the Smithsonian is embracing games
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SKU#: GDC10-10643
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Description: A Day at the Museum: How the Smithsonian is embracing games
Speaker/s: Chris Melissinos (PastPixels) and Georgina Bath Goodlander (Smithsonian American Art Museum)
Day / Time / Location: Thursday 1:30- 2:30 Room 133, North Hall
Track / Format: Game Design / Lecture
Description: As video games have grown to become one of the most exciting, vibrant, and often used forms of media on the planet, a few questions still persist. Are games art? Are they more than a trivial activity? Can they teach? In this session you will hear how the Smithsonian American Art Museum is using ARGs and other games to engage patrons and how the forthcoming Art of Video Games exhibition was started, its goals and what it means for establishing the validity of video game culture.


The Game Design Challenge 2010: Real-World Permadeath
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SKU#: GDC10-10646
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Description: The Game Design Challenge 2010: Real-World Permadeath
Speaker: Eric Zimmerman (Independent), Heather Kelley (Founder and Game Designer, Kokoromi), Erin Robinson (Independent Game Developer, Wadjet Eye Games), Jenova Chen (Co-Founder, thatgamecompany), Kim Swift (Project Lead/Game Designer, Airtight Games)
Date/Time: Friday (March 12, 2010) 4:30pm — 5:30pm
Location (room): Room 134, North Hall
Track: Game Design
Format: 60-minute Panel
Experience Level: All

Session Description
Welcome back for yet another Game Design Challenge, where amazing game design greats create original concepts around an unusual game design problem. This time around, the winners from last year - Heather Kelley and Erin Robinson - face two new competitors.

In the past, designers have taken on a range of challenges, from creating a game that could win the Nobel Peace Prize to last year's challenge of designing a game about 'My First Time.' Each challenge has been an opportunity to confront a wider issue around games and the larger culture.

The theme for the challenge this year tackles the great-grand-daddy of all videogame controversies - videogames and violence. The designers must conceive a game that somehow incorporates the actual death of a real person. That's right: real, actual death. Videogames have been toying with the concept of dying since one ship blasted another off the screen in Spacewar! But what happens when designers are forced to deal with death - literally? Come and find out for yourself.

At the session, the panelists will present a unique solution to this game design problem. And the audience plays an important role as well - by voting in the winner of the Game Design Challenge 2010. Expect a free-wheeling session of brave new game design ideas, along with unpredictable debate and dialog.


Get Your Game out of my Movie! Interactive Storytelling in Mass Effect 2
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SKU#: GDC10-10644
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Description: Get Your Game out of my Movie! Interactive Storytelling in Mass Effect 2
Day / Time / Location: Saturday 1:30- 2:30 Room 133, North Hall
Track / Format: / Lecture
Description: This session will focus on the narrative design fundamentals used at BioWare and how they evolved for Mass Effect 2. During this lecture, Lead Cinematic Designer Armando Troisi will explore components of the games story design, problems encountered during implementation and design choices made for the product. One of the major themes of the session will be theoretical and practical application of interactivity storytelling in a modern video game. We will also explore a variety of methods and best practices used to harness, focus and shape this powerful narrative component into your next product.


Things to Unlearn Moving From Traditional Development to the New Digital World
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SKU#: GDC10-10642
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Description: Things to Unlearn Moving From Traditional Development to the New Digital World
Speaker/s: Neil Young (ngmoco:))
Day / Time / Location: Friday 1:30- 2:30 Room 134, North Hall
Track / Format: Business and Management / Lecture
Description: Neil Young, CEO & Founder of ngmoco, creator and publisher of TouchPets, Eliminate, Rolando and many other leading iPhone OS games talks candidly about the challenges that traditional game developers face in transitioning from long development cycles, packaged goods and the one time sale to the essential new models of Games as a Service, Virtual Goods, Data driven design & Minimum Viable Products.


(Japanese Version) APB: Creating a Powerful Customisation System for a Persistent Online Action Game
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SKU#: GDC10-10641JP
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Description: APB: Creating a Powerful Customisation System for a Persistent Online Action Game
Speaker/s: Maurizio Sciglio (Realtime Worlds) and Simon Taylor (Realtime Worlds)
Day / Time / Location: Friday 4:30- 5:30 Room 135, North Hall
Track / Format: Programming / Lecture
Description: This lecture will give a detailed description of the technical aspects of APB's customisation systems. It is broken into seven distinct sections, progressing roughly chronologically through the development of the system. Firstly, the goals of the system are outlined, and early prototyping attempts described. The initial design that grew out of these is then detailed. This design was far from perfect, so refinements to it that allow it to work in a real-world environment are then described. Scalability and MMO concerns are then covered, before the results of the system are shown and conclusions drawn.


(English Version) APB: Creating a Powerful Customisation System for a Persistent Online Action Game
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SKU#: GDC10-10641EN
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Description: APB: Creating a Powerful Customisation System for a Persistent Online Action Game
Speaker/s: Maurizio Sciglio (Realtime Worlds) and Simon Taylor (Realtime Worlds)
Day / Time / Location: Friday 4:30- 5:30 Room 135, North Hall
Track / Format: Programming / Lecture
Description: This lecture will give a detailed description of the technical aspects of APB's customisation systems. It is broken into seven distinct sections, progressing roughly chronologically through the development of the system. Firstly, the goals of the system are outlined, and early prototyping attempts described. The initial design that grew out of these is then detailed. This design was far from perfect, so refinements to it that allow it to work in a real-world environment are then described. Scalability and MMO concerns are then covered, before the results of the system are shown and conclusions drawn.


From Big Studio to Small Indie: Guerrilla Tactics from Hello Games
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SKU#: GDC10-10637
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Description: From Big Studio to Small Indie: Guerrilla Tactics from Hello Games
Speaker/s: Sean Murray (Hello Games)
Day / Time / Location: Tuesday 11:45-12:15 Room 135, North Hall
Track / Format: Independent Games Summit / Lecture
Description: Hello Games was formed from four friends who have jacked in their day jobs of making multi-million selling games, including BURNOUT and BLACK, to produce their own independent title. Their first game JOE DANGER has been described as leaving every other download title trailing by Edge magazine and a 2010 IGF finalist. Sean Murray, Managing Director, will describe how they went from working on teams of hundreds for companies like EA to how they started from scratch to stand on their own. Topics include how merging big studio production and technology with small team flexibility can free indie developers to be more creative.


(Japanese Version) Real-Time Cutscenes in FINAL FANTASY XIII
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SKU#: GDC10-10630JP
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Description: Real-Time Cutscenes in FINAL FANTASY XIII
Speaker/s: Koji Kobayashi (Square-Enix) and Yusuke Tanaka (Square Enix)
Day / Time / Location: Friday 9:00-10:00 Room 135, North Hall
Track / Format: Production , Visual Arts / Lecture
Description: This presentation explains the workflow that was used for real-time (in-game model) cutscene production in FINAL FANTASY XIII. To take on the daunting task of creating the massive volume of assets needed for (the cutscenes in) FF XIII, we had to come up with ways to minimize mistakes while maintaining a high level of quality. A large-scale, highly compartmentalized production team such as the FINAL FANTASY development group must be able to work on multiple tasks simultaneously and minimize issues caused by upper process delays. We will explain how we maximized efficiency through the use/creation of appropriate tools, systematic decision-making methods and new technology. The presentation will contain video and stills taken during the actual development period, chronologically documenting steps in the workflow from storyboard to actual implementation. We hope that by sharing our experience with you, we can lay down the foundation for a productive forum on the topic of workflow/production management.


(English Version) Real-Time Cutscenes in FINAL FANTASY XIII
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SKU#: GDC10-10630EN
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Description: Real-Time Cutscenes in FINAL FANTASY XIII
Speaker/s: Koji Kobayashi (Square-Enix) and Yusuke Tanaka (Square Enix)
Day / Time / Location: Friday 9:00-10:00 Room 135, North Hall
Track / Format: Production , Visual Arts / Lecture
Description: This presentation explains the workflow that was used for real-time (in-game model) cutscene production in FINAL FANTASY XIII. To take on the daunting task of creating the massive volume of assets needed for (the cutscenes in) FF XIII, we had to come up with ways to minimize mistakes while maintaining a high level of quality. A large-scale, highly compartmentalized production team such as the FINAL FANTASY development group must be able to work on multiple tasks simultaneously and minimize issues caused by upper process delays. We will explain how we maximized efficiency through the use/creation of appropriate tools, systematic decision-making methods and new technology. The presentation will contain video and stills taken during the actual development period, chronologically documenting steps in the workflow from storyboard to actual implementation. We hope that by sharing our experience with you, we can lay down the foundation for a productive forum on the topic of workflow/production management.


Shading a Bigger, Better Sequel: Techniques in Left 4 Dead 2
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SKU#: GDC10-10628
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Description: Shading a Bigger, Better Sequel: Techniques in Left 4 Dead 2
Speaker/s: Bronwen Grimes (Valve Software)
Day / Time / Location: Thursday 4:30- 5:30 Room 133, North Hall
Track / Format: Visual Arts / Lecture
Description: Creating a bigger, better sequel for the same platform is a challenge. This visual arts presentation will discuss the use of shaders developed for the production of Left 4 Dead 2 to save time and memory, shipping a successful sequel inside of a single year.


PlayStation: Evolving User Testing to Social, Casual and Portable Gaming
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SKU#: GDC10-10623
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Description: PlayStation: Evolving User Testing to Social, Casual and Portable Gaming
Speaker/s: David Tisserand (Sony Computer Entertainment Europe Limited)
Day / Time / Location: Friday 1:30- 2:30 Room 133, North Hall
Track / Format: Game Design / Lecture
Description: User testing has been part of PlayStation (SCE WWS) games development process for the last 15 years. The session unveils how it started and how the methods evolved over the years in order to cope with market changes, broader audience and innovative technologies. We will share fun, surprising and unexpected stories to support the delivery of our best practices (sometimes learned from our worst failures). Our development teams agreed to share the most challenging usability issues they faced, for the benefit of everybody in the industry.


Great Expectations: Empowering Player Expression
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SKU#: GDC10-10612
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Description: Great Expectations: Empowering Player Expression
Speaker/s: Jonathan Morin (Ubisoft)
Day / Time / Location: Saturday 1:30- 2:30 Room 309, South Hall
Track / Format: Game Design / Lecture
Description: As an industry, we are in constant reaction to what we perceive to be player's expectations. We build upon precedents avoiding player's alienation. This is helping us define industry standards and is essential to establish a common language. Unfortunately, our obsession with new mechanics sometimes compromises this language. Consequently, player's expression fades away and playing becomes more about learning and less about feeling. This lecture explores this problem from the ground up, identifies principles to understand it and progress towards possible design solutions. It provides freedom for players to express meaningful thoughts and liberate them from repetitive low level mechanic training.


(Japanese Version) Designing Assassin's Creed 2
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SKU#: GDC10-10610JP
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Description: Designing Assassin's Creed 2
Speaker/s: Patrick Plourde (Ubisoft)
Day / Time / Location: Saturday 3:00- 4:00 Room 135, North Hall
Track / Format: Game Design / Lecture
Description: During the production of Assassin's Creed 2, the design team faced the challenges of an enormous scope, one of the biggest development teams ever assembled and a limited time frame. This session is about sharing our best practices to ship high quality games through a focused and rigorous Design Process while maximizing the output of production.

This talk demonstrates why identifying core game mechanics is critical to improving the quality of your title. It also shows how a solid Documentation process can made sure that your team follows a clear path throughout production.


(English Version) Designing Assassin's Creed 2
Price:$3.95

SKU#: GDC10-10610EN
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Description: Designing Assassin's Creed 2
Speaker/s: Patrick Plourde (Ubisoft)
Day / Time / Location: Saturday 3:00- 4:00 Room 135, North Hall
Track / Format: Game Design / Lecture
Description: During the production of Assassin's Creed 2, the design team faced the challenges of an enormous scope, one of the biggest development teams ever assembled and a limited time frame. This session is about sharing our best practices to ship high quality games through a focused and rigorous Design Process while maximizing the output of production.

This talk demonstrates why identifying core game mechanics is critical to improving the quality of your title. It also shows how a solid Documentation process can made sure that your team follows a clear path throughout production.


Perfecting the Pixel: Refining the Art of Visual Styling
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SKU#: GDC10-10609
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Description: Perfecting the Pixel: Refining the Art of Visual Styling
Speaker: Michael Endres (Art Production Manager, Crytek), Frank Kitson (Senior Art Director, Crytek)
Date/Time: Wednesday (August 19, 2009) 9:00am — 9:50am
Location (room): EuropaSaal, 1st Level
Track: Visual Arts
Format: 50-minute Lecture
Experience Level: All

Session Description
This session shows how art directors can utilize the same color grading and lighting techniques, that have been used for decades in the film industry. Showing examples of this process, and how they can effectively lift the visual quality of any genre game to a much more sophisticated level. Without the need for re-working major elements within the game, they can bring the same polished look that film directors use to achieve unique visual styling.


The Game Renaissance: Art History for Game Devs
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SKU#: GDC10-10608
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Description: The Game Renaissance: Art History for Game Devs
Speaker/s: John Sharp (Savannah College of Art and Design-Atlanta)
Day / Time / Location: Saturday 3:00- 4:00 Room 133, North Hall
Track / Format: Game Design , Visual Arts / Lecture
Description: This session is the fun, informative art history class that you never had. John Sharp, an art historian and game designer, surveys the history of art and its production, use and status. In the process, he touches on the invention of Art, the role of technology in its creation, and the impact of industrialization and mechanization on its current state. John also looks at the strong parallels between the birth of Art during the Renaissance and the rise of computer and video games and for all.


Surviving the iPhone: EA's Original Game Bet
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SKU#: GDC10-10606
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Description: Surviving the iPhone: EA's Original Game Bet
Speaker/s: Oliver Miao (Centerscore/EA)
Day / Time / Location: Wednesday 10:00-10:30 Room 306, South Hall
Track / Format: iPhone Games Summit / Lecture
Description: During the holidays, one EA game on the iPhone's Top Grossing list stuck out from the rest. Why? Unlike TETRIS, MONOPOLY, and MADDEN, most people had never heard of SURVIVING HIGH SCHOOL. Discover how EA bet on an original game and won. Get the inside story on how decisions were made on a new business model. Learn how to create a mobile team that can release new content every week. And explore the iterative process EA went through to fuse microtransactions with free, weekly downloadable content to create an iPhone success story.


Bootstrapping Games on Android
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SKU#: GDC10-10603
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Description: Bootstrapping Games on Android
Speaker/s: Chris Pruett (Google Japan)
Day / Time / Location: Tuesday 1:45- 2:45 Room 309, South Hall
Track / Format: GDC Mobile/Handheld / Lecture
Description: Thinking of writing an Android game? Want to bring games from other platforms to Android without rewriting everything in Java? Interested in targeting a variety of devices with a single binary? This session is a crash course in Android game development. The speaker will delve into the nitty gritty details of Android game programming using a full-fledged action platformer game as a case study. Topics include common pitfalls, performance characteristics of popular devices, dealing with hardware variations, and writing games in Java and C++.


Building a Virtual World: Lean Startup Style
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SKU#: GDC10-10602
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Description: Building a Virtual World: Lean Startup Style
Speaker/s: Eric Ries (The Lean Startup)
Day / Time / Location: Tuesday 11:15-12:15 Room 130, North Hall
Track / Format: Social & Online Games Summit / Lecture
Description: Over the course of nearly ten years, Eric Ries worked for two virtual world companies back-to-back. One followed a traditional startup approach: massive VC funding, years of stealth R&D, and an impressive PR launch. That one failed. The second did some things that weren't considered a very good idea: shipping a buggy product, launching it way too early, refusing to do PR or talk to press, even shipping software fifty times a day. And yet, this second startup succeeded. The reasons why are not just about luck, better product, or even smarter people. It's about better process.


Indies and Publishers: Fixing a System That Never Worked
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SKU#: GDC10-10601
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Description: Indies and Publishers: Fixing a System That Never Worked
Speaker/s: Ron Carmel (2D Boy)
Day / Time / Location: Tuesday 10:00-10:30 Room 135, North Hall
Track / Format: Independent Games Summit / Lecture
Description: The typical relationship between a development studio and a publisher/distributor these days is an adversarial one. It is approached, from both sides, with an attitude of untamed self-interest and a sense of entitlement. From this approach the industry has developed unhealthy and inefficient practices that work against developers and recently against publishers as well. In this presentation, Ron Carmel, Co-Founder of 2D BOY and co-creator of WORLD OF GOO, will discuss the problems with the current model (a tenant farming ecosystem build upon a weak security model), contrast how Valve and Microsoft deal with developers, and propose that creating more transparency in the game industry will give rise to a healthy model for developers and publishers/distributors to work together.



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