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GDC 2012 Category

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(Japanese Version) Level Design Case Studies: Trainyard and Cut the Rope
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SKU#: GDC12-3116J
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Description: Level Design Case Studies: Trainyard and Cut the Rope

Speaker/s: Semyon Voinov (ZeptoLab) and Matt Rix (Magicule)
Day / Time / Location: Friday 4:00- 5:00 Room 132, North Hall
Track / Duration / Format / Audience Level: Game Design / 60-Minute / Lecture / Intermediate
GDC Vault Recording: Video Recorded
Description: Cut the Rope and Trainyard are two of the most critically acclaimed and commercially successful puzzle games available on the App Store today. Join Semyon Voinov (Cut the Rope) and Matt Rix (Trainyard) as they share game design insights they learned while creating these massively successful games. Divided into two compelling talks (one on each game), this to-the-point session will feature tried and true principles for level design, data driven decisions, and gameplay choices. Learn how these addictive games have amassed scores of enthusiastic fans and achieved wide popularity.


(English Version) Big Games in Small Packages: Lessons Learned In Bringing a Long-running PC MMO to Mobile
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SKU#: GDC12-3094E
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Description: Big Games in Small Packages: Lessons Learned In Bringing a Long-running PC MMO to Mobile

Speaker/s: John Bergman (Guild Software, Inc.)
Day / Time / Location: Wednesday 11:00-12:00 Room 132, North Hall
Track / Duration / Format / Audience Level: Business and Marketing and Management / 60-Minute / Lecture / Intermediate
GDC Vault Recording: Video Recorded
Description: This session covers the challenges and lessons learned in bringing a traditional, long-running PC MMORPG (Vendetta Online, launched in 2004) over to smartphone and tablet platforms, beginning with an Android port in 2010. This includes the pros and cons of the business case, the largest areas of development time, relative tradeoffs of Android vs iOS, partnering with carriers and OEMs, and other challenges. Although the session is geared from the perspective of a PC MMO developer, most information should be useful to anyone looking to bring over existing games from console or PC. Beyond the lessons learned, there will also be some focus on the current state of mobile platforms, and where we expect (or hope) things will go in the future.


(Japanese Version) Big Games in Small Packages: Lessons Learned In Bringing a Long-running PC MMO to Mobile
Price:$3.95

SKU#: GDC12-3094J
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Description: Big Games in Small Packages: Lessons Learned In Bringing a Long-running PC MMO to Mobile

Speaker/s: John Bergman (Guild Software, Inc.)
Day / Time / Location: Wednesday 11:00-12:00 Room 132, North Hall
Track / Duration / Format / Audience Level: Business and Marketing and Management / 60-Minute / Lecture / Intermediate
GDC Vault Recording: Video Recorded
Description: This session covers the challenges and lessons learned in bringing a traditional, long-running PC MMORPG (Vendetta Online, launched in 2004) over to smartphone and tablet platforms, beginning with an Android port in 2010. This includes the pros and cons of the business case, the largest areas of development time, relative tradeoffs of Android vs iOS, partnering with carriers and OEMs, and other challenges. Although the session is geared from the perspective of a PC MMO developer, most information should be useful to anyone looking to bring over existing games from console or PC. Beyond the lessons learned, there will also be some focus on the current state of mobile platforms, and where we expect (or hope) things will go in the future.


(English Version) Five Techniques for Making an Unforgettable Game, Illustrated in Space Invaders Infinity Gene and Groove Coaster
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SKU#: GDC12-3085E
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Description: Five Techniques for Making an Unforgettable Game, Illustrated in Space Invaders Infinity Gene and Groove Coaster

Speaker/s: Reisuke Ishida (Taito Corporation)
Day / Time / Location: Wednesday 2:00- 3:00 Room 132, North Hall
Track / Duration / Format / Audience Level: Game Design / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: In this session, Ishida Reisuke discusses several techniques used in the development of Space Invaders Infinity Gene and Groove Coaster, which can help designers create unforgettable games that stand out in an overcrowded market. While both games were developed for iOS, these techniques are applicable to any gaming platform.


(Japanese Version) Five Techniques for Making an Unforgettable Game, Illustrated in Space Invaders Infinity Gene and Groove Coaster
Price:$3.95

SKU#: GDC12-3085J
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Description: Five Techniques for Making an Unforgettable Game, Illustrated in Space Invaders Infinity Gene and Groove Coaster

Speaker/s: Reisuke Ishida (Taito Corporation)
Day / Time / Location: Wednesday 2:00- 3:00 Room 132, North Hall
Track / Duration / Format / Audience Level: Game Design / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: In this session, Ishida Reisuke discusses several techniques used in the development of Space Invaders Infinity Gene and Groove Coaster, which can help designers create unforgettable games that stand out in an overcrowded market. While both games were developed for iOS, these techniques are applicable to any gaming platform.


Developers: Find Your Next 900 Million Consumers in China (Presented by The9 Limited)
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SKU#: GDC12-3580
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Description: Developers: Find Your Next 900 Million Consumers in China (Presented by The9 Limited)

Speaker/s: Chris Shen (The9 Limited) and Eros Resmini (GREE International)
Day / Time / Location: Friday 10:00-11:00 Room 2011, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Business and Marketing and Management / 60-Minute / Sponsored / All
GDC Vault Recording: Video Recorded
Description: The U.S. is no longer the center of the app universe, and developers that want to stay in the game have to think globally. The Chinese market is an untapped resource of 900 million mobile users, but its complexity presents localization challenges—including different cultural preferences, monetization strategies and distribution channels. The9 will explain how the mobile ecosystem operates in China, and couple of its partners, including the mobile social game platform OpenFeint, major telecom carriers and western game developers, will speak to their experience working with The9 and discuss how The9 helps developers enter this complicated but profitable arena.


Design in Detail: Identifying the Seemingly Insignificant Decisions which Determine a Game's Ultimate Success
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SKU#: GDC12-3576
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Description: Design in Detail: Identifying the Seemingly Insignificant Decisions which Determine a Game's Ultimate Success

Speaker/s: Jaime Griesemer (Sucker Punch)
Day / Time / Location: Friday 2:30- 3:30 Room 3009, West Hall, 3rd Fl
Track / Duration / Format / Audience Level: Game Design / 60-Minute / Lecture / Advanced
GDC Vault Recording: Video Recorded
Description: We've seen how changing the time between shots for the sniper rifle kept Halo's multiplayer balanced and lively. We've learned how the velocity of a plasma bolt is the foundation of the alien Covenant menace. In fact, we've all heard more than enough about Halo's game design by this point, so in the ambitious conclusion to the "Design in Detail" trilogy, we will broaden our scope from the Halo series and see how to apply detail-oriented design principles to other games, franchises, genres and generations. We'll look for the parallels between Super Mario Brothers and Dark Souls. We'll compare Frank Zappa's musical genius to collecting rings in Sonic the Hedgehog. We'll do some Hit Point algebra and perform appendectomy on some aging genres. No game will escape examination... not even yours!


Killer Portfolio or Portfolio Killer: Part 1 - Advice from Industry Artists
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SKU#: GDC12-3562
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Description: Killer Portfolio or Portfolio Killer: Part 1 - Advice from Industry Artists

Speaker/s: Alison Kelly (Independent), Wyeth Johnson (Epic Games, Inc.), Teagan Morrison (Naughty Dog Inc.), Shawn Robertson (Irrational Games) and Jeremy Bennett (Valve)
Day / Time / Location: Friday 10:10-11:10 Room 135, North Hall
Track / Duration / Format / Audience Level: Game Career Seminar / 60-Minute / Panel / All
GDC Vault Recording: Video Recorded
Description: This is a two part panel consisting of five artists from Firaxis, Epic, Irrational, Naughty Dog and Valve. The first session will focus on the dos and don'ts when trying to get your portfolio noticed. Panelists will discuss common mistakes that most artists make, as well as some of the more unique approaches they have seen. Audience participation is encouraged during the Q&A session.


Perfecting Pitchable Prototypes
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SKU#: GDC12-3561
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Description: Perfecting Pitchable Prototypes

Speaker/s: Nathan Martz (Double Fine Productions)
Day / Time / Location: Friday 11:20-11:50 Room 135, North Hall
Track / Duration / Format / Audience Level: Game Career Seminar / 25-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Double Fine's internal game-jam process (Amnesia Fortnight) and its offspring of Costume Quest, Stacking, Once Upon a Monster, and Iron Brigade, are by now well known industry stories. What's less well known is why those prototypes were successfully signed and became full games while others we developed were not. Perfecting Pitchable Prototypes is about the specific lessons we learned while taking ideas from the prototype to the pitch, lessons about scope, focus, presentation, gameplay, and team dynamics that we found were the critical difference between an interesting idea and a fundable game.


Guerrilla's Art Process - Past, Present and Future
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SKU#: GDC12-3560
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Description: Download to Domination: Engaging Mobile Gamers with Analytics and Targeting (Presented by Apsalar)

Speaker/s: Michael Oiknine (Apsalar)
Day / Time / Location: Friday 11:30-12:30 Room 2020, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Monetization / 60-Minute / Sponsored / All
GDC Vault Recording: No Vault Recording
Description: The app market is painfully crowded, with hundreds of new apps hitting the market every day. For a game developer, market crowding is compounded by the typical
casual gamer: fickle, easily distracted and prone to quickly abandoning games for the next big thing. How do game developers hit the crucial balance of audience engagement and monetization to not only survive, but thrive?
In this session, you will learn how to turn your data into revenue using advanced analytics combined with behavioral targeting for marketing campaigns that increase the lifetime value of your users.


The Social Mobile Revolution: Social Design and Distribution for Mobile Apps
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SKU#: GDC12-3559
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Description: The Social Mobile Revolution: Social Design and Distribution for Mobile Apps

Speaker/s: Gareth Davis (Facebook)
Day / Time / Location: Wednesday 11:00-11:25 Room 130, North Hall
Track / Duration / Format / Audience Level: Business and Marketing and Management / 25-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: The new frontier of software development is social software on mobile devices. With 5 billion phone users on the planet and the rapid growth of smartphones, we are experiencing the single greatest technology opportunity of our generation. In this talk, Facebook Platform Manager Gareth Davis will discuss how developers can take advantage of social platforms and get their products discovered by creating apps that can be accessed from any screen and that are built with social design. Davis, a veteran in the games industry, is focused on working with mobile developers to build social software. Join him as he shares his insights.


Pitching to Publishers: How to Impress and What to Avoid
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SKU#: GDC12-3557
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Description: Pitching to Publishers: How to Impress and What to Avoid

Speaker/s: Pete Smith (Sony XDev Studio Europe)
Day / Time / Location: Thursday 11:30-12:30 Room 3022, West Hall, 3rd Fl
Track / Duration / Format / Audience Level: Business and Marketing and Management / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: This session is by an experienced executive producer at XDev - the external development arm of Sony Europe who has been pitched at hundreds of times. The presentation will outline what publishers are looking for from internal and external game developers. What they need to convince them in terms of the game idea, innovation, creativity, the market, the team etc. The talk will include actual examples including visuals and videos of successful and unsuccessful pitches. Will include practical hints on preparing and making of the pitch. 'A good idea told badly is a bad idea.'


Reimagining a Classic: The Design Challenges of Deus Ex: Human Revolution
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SKU#: GDC12-3556
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Description: Reimagining a Classic: The Design Challenges of Deus Ex: Human Revolution

Speaker/s: Francois Lapikas (Eidos Montreal / Square-Enix)
Day / Time / Location: Wednesday 11:00-12:00 Room 134, North Hall
Track / Duration / Format / Audience Level: Game Design / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: This lecture will offer an intimate look at what it meant to bring back to life a beloved franchise, from a design standpoint. Through examples taken from DX:HR’s production, we’ll discuss the challenges we faced, the decisions we made and why the game ultimately turned out the way it did. Macro decisions as well as low-level mechanics will be discussed.


Classic Game Postmortem: Fallout
Price:$3.95

SKU#: GDC12-3552
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Description: Classic Game Postmortem: Fallout

Speaker/s: Timothy Cain (Obsidian Entertainment)
Day / Time / Location: Thursday 10:00-11:00 Room 3014, West Hall, 3rd Fl
Track / Duration / Format / Audience Level: Game Design / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: It's changed developers' hands several times, switched perspectives, and jumped from turn-based to real-time gameplay, but the Fallout series' survival and consistently high quality games are a testament to the original's strengths. The first Fallout offered players a post-apocalyptic open world filled with distinctive characters, moral dilemmas, and quests that could be solved in multiple, oftentimes unconventional ways. Timothy Cain, who was the producer, lead programmer, and one of the primary designers for the beloved game, will deliver a talk on how he helped create a franchise that set a new standard for open-world RPGs and still resonates with players.


Classic Game Postmortem: Gauntlet
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SKU#: GDC12-3550
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Description: Classic Game Postmortem: Gauntlet

Speaker/s: Ed Logg ()
Day / Time / Location: Wednesday 3:30- 4:30 Room 3014, West Hall, 3rd Fl
Track / Duration / Format / Audience Level: Game Design / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: People take Dungeons & Dragons-style class-based heroes for granted in their favorite games now, but Atari's Gauntlet brought that staple multiplayer feature to arcades and consoles for the first time with its Warrior, Wizard, Valkyrie, and Elf. And long before players were hacking and slashing alongside their friends online, Gauntlet helped pioneer the co-op dungeon crawling/looting game. Ed Logg, who also designed ground-breaking titles like Centipede and Asteroids, will share his thoughts on creating the game that popularized the phrase "Wizard needs food badly", and paved the way for the class-dependent multiplayer experiences that are a cornerstone for many popular titles today.


Classic Game Postmortem: Alone in the Dark
Price:$3.95

SKU#: GDC12-3549
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Description: Classic Game Postmortem: Alone in the Dark

Speaker/s: Frederick Raynal ()
Day / Time / Location: Friday 11:30-12:30 Room 3014, West Hall, 3rd Fl
Track / Duration / Format / Audience Level: Game Design / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Before there was Resident Evil, Silent Hill, or any other popular survival horror games, there was Alone in the Dark. The atmospheric action-adventure title is widely considered the forefather of the genre, establishing conventions like claustrophobic areas, stories revealed through expository items, and giving players limited ammunition to deal with hordes of monsters. Its cinematic presentation and fixed third-person camera angles went on to influence many non-survival horror releases, too. Alone in the Dark's designer Frederick Raynal will share how he and his team crafted the seminal game and helped spawn a genre that still scares millions today.


The Art of Dear Esther - Building an Environment to tell a Story
Price:$3.95

SKU#: GDC12-3548
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Description: The Art of Dear Esther – Building an Environment to tell a Story

Speaker/s: Robert Briscoe (LittleLostPoly)
Day / Time / Location: Thursday 12:45- 1:10 Room 2003, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Visual Arts / 25-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: The environment art of Dear Esther, 2012 IGF finalist and cult indie hit, has been described as “astonishing” (EDGE) and “one of the most engaging game worlds in recent history” (Gamasutra). It has pushed game art to new levels of beauty, subtlety and detail. In this talk, lead artist and environment designer Robert Briscoe will discuss his philosophy and approach to some of the important processes involved telling a rich visual story through the environment.


Reaching Into the Toy-Chest: A Look into Skylanders: Spyro's Adventure's Design
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SKU#: GDC12-3547
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Description: Reaching Into the Toy-Chest: A Look into Skylanders: Spyro's Adventure's Design

Speaker/s: Mike Stout (Activision Blizzard)
Day / Time / Location: Wednesday 2:00- 3:00 Room 130, North Hall
Track / Duration / Format / Audience Level: Game Design / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Making games is hard. Making a game with more than 32 playable characters is very difficult. Now integrate a huge line of collectable toys and you get Activision's Skylanders: Spyro's Adventure. Activision designer Mike Stout talks about the highs and lows of making this very challenging game.


Don't Shoot the Messenger! Messaging Across the Front Lines
Price:$3.95

SKU#: GDC12-3546
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Description: Don't Shoot the Messenger! Messaging Across the Front Lines

Speaker/s: Linda Carlson (Sony Online Entertainment)
Day / Time / Location: Thursday 5:30- 6:30 Room 3022, West Hall, 3rd Fl
Track / Duration / Format / Audience Level: Business and Marketing and Management / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: There's a war going on. A war fought on a field of words and semantics where emotions run high, where personal investment of time and money, entitlement, "rights," resources and demands become weaponry. Two sides that have the same goals but different philosophies and who rarely speak the same language can engage in catastrophic battles. This is the reality between passionate player communities and the development companies that create the realms they inhabit. Community Managers are the diplomats on the front, mediating in order to bring some order to the chaos.
In this lecture we'll take on some real world examples from SOE on managing, retooling and carrying information in a rational manner between the sides. Learn how to avoid flamethrowers, deflect slings and arrows and cross boundaries without triggering a barrage of negative sentiment. Together we'll save careers, avoid casualties and perhaps, just maybe, we'll end the war for good.


Fighting Organized Crime: What You Should Know About Chargebacks, Gold Farming & Account Takeovers
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SKU#: GDC12-3545
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Description: Fighting Organized Crime: What You Should Know About Chargebacks, Gold Farming & Account Takeovers

Speaker/s: Arthur Chu (Nexon America)
Day / Time / Location: Wednesday 3:30- 4:30 Room 3022, West Hall, 3rd Fl
Track / Duration / Format / Audience Level: Business and Marketing and Management / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Organized crime in online gaming is a serious and growing problem. Entire companies have closed due to attacks by cyber criminals. Other businesses not managing chargebacks properly have lost their ability to offer popular payment methods. Fraudsters hijack player accounts, purchase virtual currency using stolen credit cards, sell gaming assets on third-party sites, and create programs that run spam in chat channels from hundreds of fake accounts -- all hurting your brand reputation and profits. Arthur Chu from Nexon America, with years of experience analyzing online gaming fraud trends sitting on the front lines of new tricks and attacks, will share some knowledge of fraud and abuse upfront within their games today. He will also share some safe practices that have worked in the industry.


Upgrade Humanity in 60 Seconds Flat: The Game Design Challenge 2012
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SKU#: GDC12-3541
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Description: Upgrade Humanity in 60 Seconds Flat: The Game Design Challenge 2012

Speaker/s: Eric Zimmerman (Independent), Noah Falstein (The Inspiracy), Richard Lemarchand (Naughty Dog) and Jason Rohrer (Independent)
Day / Time / Location: Wednesday 2:00- 3:00 Room 3014, West Hall, 3rd Fl
Track / Duration / Format / Audience Level: Game Design / 60-Minute / Panel / All
GDC Vault Recording: Video Recorded
Description: The Game Design Challenge is back for a ninth year of bizarre and innovative game concepts. Join us as last year's champion Jason Rohrer returns to face off against two new contestants.

In the past, designers have taken on challenges from a game incorporating real-world death to last year's challenge of designing a game that was also a religion. The design challenge this year? Design a game with a measurably positive impact on its players - that can be played in 60 seconds or less.

Every year, the game design challenge explores current industry trends. This year we embrace the idea of a game with real-world impact - but also one that fits the social media addicted, ADD lifestyle of contemporary society.

At the session, the panelists will present a unique solution to this game design problem. As always, you will play a crucial role. After each panelist presents, the audience will vote to see who will become the winner of the 2012 Game Design Challenge.


Skyfall Postmortem: Delivering Delight to Savvy Gamers on The Go
Price:$3.95

SKU#: GDC12-3500
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Description: Skyfall Postmortem: Delivering Delight to Savvy Gamers on The Go

Speaker/s: Chris Plummer (ngmoco)
Day / Time / Location: Monday 3:00- 4:00 Room 134, North Hall
Track / Duration / Format / Audience Level: Smartphone and Tablet Games Summit / 60-Minute / Lecture / Intermediate
GDC Vault Recording: Video Recorded
Description: Chris Plummer, executive producer at ngmoco will cover the origins of Skyfall, a mobile, social RPG for mobile devices that beta launched in January 2012. He will discuss how the game got started, why they made it, how they went about developing it and optimizing its user experience and the key lessons the team learned along the way.


Animation methodology for Battlefield 3
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SKU#: GDC12-3499
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Description: Animation methodology for Battlefield 3

Speaker/s: Tobias Dahl (DICE/EA) and Mikael Hogstrom (DICE/EA)
Day / Time / Location: Wednesday 5:00- 6:00 Room 3007, West Hall, 3rd Fl
Track / Duration / Format / Audience Level: Visual Arts , Game Design / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Learn about the animation process behind creating Battlefield 3 but also the philosophy behind animation as a whole at DICE.The presentation will cover topics regarding both single and multiplayer animation challenges, as well as team oriented challenges. At DICE we are strong believers that animation span over more areas than just content creation and we will talk about how this affects our daily work at the studio. We will also share the problems we faced starting work on our biggest title yet and how we solved them.


A Fireside Chat with Markus 'Notch' Persson
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SKU#: GDC12-3495
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Description: A Fireside Chat with Markus 'Notch' Persson

Speaker/s: Markus Persson (Mojang) and Chris Hecker (definition six, inc.)
Day / Time / Location: Wednesday 2:00- 3:00 Room 135, North Hall
Track / Duration / Format / Audience Level: Game Design / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Okay, so there won't be a real fire. However, there will be an HDTV on stage showing a video of a fire, along with some in-depth discussion of Minecraft the game, Minecraft the phenomenon, games and game design both indie and not, and any other interesting topics into which we meander. There will be a Q&A throughout, however the Q's are going to be solicited over twitter sometime in February, so we can choose the best and most thought-provoking questions in advance.


Premium to Freemium: Pivoting Monetization Method for Best-Selling Apps
Price:$3.95

SKU#: GDC12-3494
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Description: Premium to Freemium: Pivoting Monetization Method for Best-Selling Apps

Speaker/s: Paul O'Connor (Appy Entertainment)
Day / Time / Location: Tuesday 10:35-11:00 Room 134, North Hall
Track / Duration / Format / Audience Level: Smartphone and Tablet Games Summit / 25-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: The tide is irresistible. The market is speaking with its wallet. The majority of downloads and profit on Apple's App Store are generated by apps with in-app purchases. Every week brings a flood of new freemium apps attempting to capitalize on this method of monetization. But what about premium apps left behind in this new App Store gold rush? Must catalog titles concede the field to this new breed of app and accept diminishing revenue outside the App Store spotlight? Appy Entertainment reveals how they converted two best-selling premium apps to freemium monetization and increased their audience, grew their revenue and made the games better in the process.



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