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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 Europe 2012 Category

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Success Through Not Doing What Everyone Tells You To Do
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SKU#: GDC12E-201208056
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Description: Success Through Not Doing What Everyone Tells You To Do Speaker/s: Simon Flesser (Simogo) and Magnus Gardeback (Simogo) Day / Time / Location: Tuesday 9:30-10:30 Europasaal, 1st Level Track / Duration / Format / Audience Level: Smartphone and Tablet Games Summit / 60-Minute / Lecture / All GDC Vault Recording: Video Recorded Description: Trust your gut feeling! In this session we'll use Beat Sneak Bandit as a case study on how we design, produce and market our games in contrast to current trends and opinions from men in ties.

State of the Digital Industry: Why Publishers Are A Necessity
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SKU#: GDC12E-201208055
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Description: State of the Digital Industry: Why Publishers Are A Necessity Speaker/s: Jesse Divnich (EEDAR) Day / Time / Location: Tuesday 1:00- 2:00 Offenbachsaal, 1st Level Track / Duration / Format / Audience Level: Business, Marketing and Management / 60-Minute / Lecture / All GDC Vault Recording: Video Recorded Description: Developers now have more direct access to the consumer than any time in our history. To the point where the development community has begun to de-shackle themselves from the traditional publishing model. While the absence of a publisher has been successful for some, the maturity of the emerging digital markets has created a crowded environment where discoverability has become a major hindrance to the success of independently developed titles. This session will aide publishers and developers on understanding the current evolution of the digital ecosystem and how both groups need to evolve and collaborate in order to realize digital success.

Tools for Game Designers' Management
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SKU#: GDC12E-201208054
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Description: Tools for Game Designers' Management Speaker/s: Marc Pestka (Dontnod Entertainment) Day / Time / Location: Monday 1:35- 2:00 Congress Saal 3, 4th Level Track / Duration / Format / Audience Level: Production , Game Design / 25-Minute / Lecture / Intermediate GDC Vault Recording: Video Recorded Description: First the roots: the role of game designers, their high level function, what moves them and how to measure their performance. This leads to some practices and alchemical recipes Marc Pestka has used when he had to manage Game Designers so that the journey to a shipped video-game was, if not cool, at least enjoyable.

Self-Publishing 101: What Independent Studios Need to Know About Publishing
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SKU#: GDC12E-201208053
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Description: Self-Publishing 101: What Independent Studios Need to Know About Publishing Speaker/s: Sergei Klimov (Larian Studios) and Swen Vincke (Larian Studios) Day / Time / Location: Tuesday 9:30-10:30 Congress Saal 1, 4th Level Track / Duration / Format / Audience Level: Business, Marketing and Management / 60-Minute / Lecture / All GDC Vault Recording: Video Recorded Description: The classic business model of games industry saw developers who developed, and publishers who published. Then the whole model went up in smoke. But publishing is something that still happens to every product, and more studios self-publish now than an any time before - first you create your game, then you present it to the world, no two ways about it. Give your game a title? Email first images to the press? Localize into Norwegian? Set a price? Agree to a bundle? That's all publishing, and when you don't work with a publisher, YOU are the publisher. Sergei Klimov & Swen Vincke of Larian Studios will share what they've learnt about publishing and self-publishing in their 15 years in the games business.

Cheaters, Hackers, Script Kiddies- The Dark Side of Online Games
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SKU#: GDC12E-201208052
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Description: Cheaters, Hackers, Script Kiddies- The Dark Side of Online Games Speaker/s: Stephan Payer (CipSoft GmbH) Day / Time / Location: Tuesday 5:30- 6:30 Congress Saal 1, 4th Level Track / Duration / Format / Audience Level: Programming , Production / 60-Minute / Lecture / All GDC Vault Recording: Video Recorded Description: Virtual worlds are not only threatened by monsters, but sometimes also by their own players: some try to gain unfair advantages by exploiting game weaknesses, while others steal virtual goods from other players by hacking their accounts or even try to bring down the whole service by attacking the game servers. Learn in an hour what CipSoft has had to learn during the last 15 years by running the MMORPG Tibia -- sometimes the hard way.

Lighting Design for Level Designers
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SKU#: GDC12E-201208051
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Description: Lighting Design for Level Designers Speaker/s: Robert Yang (Parsons the New School for Design) Day / Time / Location: Tuesday 5:30- 6:30 Congress Saal 2, 4th Level Track / Duration / Format / Audience Level: Game Design , Visual Arts / 60-Minute / Lecture / Intermediate GDC Vault Recording: Video Recorded Description: Both level designers and level artists must negotiate trade-offs when collaborating on game environments- however, it's often difficult to work together if there is no common language or base of theory. In this session, a level designer with lighting design training will summarize a body of lighting theory and common patterns, contextualize it within the affordances of player behavior, and discuss case studies / lighting strategies. The talk will focus on architecture and lighting as used in first person games, though the theory is applicable to any camera perspective.

How Breakdancing Taught Me to be a Technical Artist
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SKU#: GDC12E-201208050
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Description: How Breakdancing Taught Me to be a Technical Artist Speaker/s: Robbert-Jan Brems (Codemasters) Day / Time / Location: Monday 1:35- 2:00 Congress Saal 2, 4th Level Track / Duration / Format / Audience Level: Visual Arts / 25-Minute / Lecture / All GDC Vault Recording: Video Recorded Description: Technical art seen from a different point of view. While Robbert-Jan Bremsonly only has one year experience in the industry as a professional technical artist, he has been breakdancing for 9 years. In this session, he will be talking about how personal experiences in breakdance have influenced his day-to-day approach of solving tech art problems on the job. Hopefully this will show another perspective of technical art and inspire attendees to look for knowledge in places they never thought to look.

Dynamic Pricing
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SKU#: GDC12E-201208049
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Description: Dynamic Pricing Speaker/s: Philip Reisberger (Bigpoint) Day / Time / Location: Monday 4:00- 5:00 Congress Saal 3, 4th Level Track / Duration / Format / Audience Level: Business, Marketing and Management / 60-Minute / Lecture / All GDC Vault Recording: Video Recorded Description: The online gaming industry finds itself in a critical stage where the professionalization of the business becomes necessary for growth. Establishing a business intelligence entity is key to secure competitive advantages e.g. for business areas like regional revenue optimization or dynamic pricing. It is crucial to develop a better understanding of our users to offer them the best gaming experience available and to design customized offers and sales, from discounts, recommendations to individual packages. Today game developers understand and accept that the intelligent collection and reading of the mass of data accruing from assessment can be the key to real improvement in monetizing free-to-play games. We can understand the limits within which data is collected and have the insight to interpret it, and the courage to act on what it's telling us. It is important to find patterns and translate these possibilities into action. In this sense predictive modeling is used extensively in analytical customer relationship management and data mining to produce customer-level models that describe the likelihood that a customer will take a particular action.

Bringing Home the Bacon- Developing the VFX of "Spec Ops: The Line" as Thin Slices
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SKU#: GDC12E-201208048
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Description: Bringing Home the Bacon- Developing the VFX of "Spec Ops: The Line" as Thin Slices Speaker/s: Florian Zender (Yager Development) Day / Time / Location: Monday 2:30- 3:30 Congress Saal 2, 4th Level Track / Duration / Format / Audience Level: Visual Arts , Production / 60-Minute / Lecture / All GDC Vault Recording: Video Recorded Description: The current workflow we use in the VFX production of Spec Ops: The Line has been dubbed "Thin Slices" due to its quick and highly iterative approach. We use it to get a better handle on the issues presented by the interdisciplinary work and leverage as much potential as possible. The topic focuses on how this principle allowed us to cope with a quickly growing team, buffer various schedule changes and keep morale high when finalising the project.

A Developer's Guide to Surviving the Zombie (Freemium) Apocalypse
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SKU#: GDC12E-201208047
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Description: A Developer's Guide to Surviving the Zombie (Freemium) Apocalypse Speaker/s: Oscar Clark (PapayaMobile) Day / Time / Location: Monday 1:00- 1:25 Europasaal, 1st Level Track / Duration / Format / Audience Level: Social and Online Games Summit / 25-Minute / Lecture / All GDC Vault Recording: Video Recorded Description: In an engaging and lively presentation, Oscar Clarke, Papaya Mobile's social gaming evangelist, will offer a compelling argument for why mobile games that don't embrace the "freemium" business model are destined for obsolescence and ultimate failure. Oscar will draw an off-the-wall comparison between developers who today put their faith in the "Premium" model for generating revenue from their games and the shuffling hoards of zombie undead. He will warn developers who continue to ignore the Freemium model that they risk becoming zombie developers - not quite dead, but not fully alive. At least in revenue terms!

5 Things About American Online Gamers that Surprise European Developers
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SKU#: GDC12E-201208046
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Description: 5 Things About American Online Gamers that Surprise European Developers Speaker/s: Don Daglow (Daglow Entertainment, LLC) Day / Time / Location: Monday 11:00-12:00 Congress Saal 1, 4th Level Track / Duration / Format / Audience Level: Game Design , Production / 60-Minute / Lecture / All GDC Vault Recording: Video Recorded Description: Why have many top European online games never found the same big audience in North America? From casual to core, social to solo, we find cases of games that "should be big hits" but are not. Veteran game designer Don Daglow advises multiple European online game industry clients, and has been designing online games for 25 years, earning an Emmy(R) Award for creating the original Neverwinter Nights. In this session he'll share 5 key ways in which the North American online game player offers unique challenges and opportunities to European game designers and producers.

Seven Silver Bullets in Production and Operation of Free-2-Play Browser Games
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SKU#: GDC12E-201208044
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Description: Seven Silver Bullets in Production and Operation of Free-2-Play Browser Games Speaker/s: Christopher Schmitz (Ubisoft Blue Byte) and Benedikt Grindel (Ubisoft Blue Byte) Day / Time / Location: Monday 5:30- 6:30 Congress Saal 1, 4th Level Track / Duration / Format / Audience Level: Production , Business, Marketing and Management / 60-Minute / Lecture / Intermediate GDC Vault Recording: Video Recorded Description: Ubisoft Blue Byte started to develop and operate free-2-play browser games two years ago. After the successful launch and operation of The Settlers Online the company has now announced Silent Hunter Online and has several unannounced games in production. In this lecture, the speakers identify the key factors that really matter for these products to be successful. They present both the theoretical foundation and war stories about how Ubisoft Blue Byte started this new business and will share their current "silver bullets" on how to develop and operate their games successfully.

Pitching to Publishers: How to Impress and What to Avoid
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SKU#: GDC12E-201208043
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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: Monday 11:00-12:00 Congress Saal 3, 4th Level Track / Duration / Format / Audience Level: Business, 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 using visuals and videos to illustrate both successful and unsuccessful pitches. It will also include practical hints on preparing and making of the pitch. A good idea told badly is a bad idea.

Dead Island: How to Create a Mega Seller on a Moderate Budget
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SKU#: GDC12E-201208042
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Description: Dead Island: How to Create a Mega Seller on a Moderate Budget Speaker/s: Guido Eickmeyer (Deep Silver) Day / Time / Location: Monday 1:35- 2:00 Congress Saal 1, 4th Level Track / Duration / Format / Audience Level: Production , Business, Marketing and Management / 25-Minute / Lecture / All GDC Vault Recording: Video Recorded Description: In this session, we will provide thought-provoking impulses and generic learnings from an unusual success story backed up with real and unshown user data. Specifically, we will showcase the relative insignificance of metacritics, the importance of creating contrasts, the overwhelming value of a well-designed multiplayer-coop, the tiny scope needed for a satisfying open-world experience, and last not least the influence of an award-winning trailer breaking expectations in several aspects. All in all, we will show how unconventional decisions strolling aside the well-worn path served Dead Island well yielding atypical market results.

Crowds in Hitman: Absolution
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SKU#: GDC12E-201208041
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Description: Crowds in Hitman: Absolution Speaker/s: Kasper Fauerby (IO Interactive) Day / Time / Location: Monday 2:30- 3:30 Congress Saal 1, 4th Level Track / Duration / Format / Audience Level: Programming / 60-Minute / Lecture / Intermediate GDC Vault Recording: Video Recorded Description: A key requirement in Hitman: Absolution is to have very dense crowds which allow players to both interact with and influence the behavior of each individual character. This presentation describes the techniques and optimizations used to achieve the 1200 character crowds present in Hitman: Absolution while still running at 30fps on current-gen consoles. We will provide an overview of our crowd implementation and discuss both the algorithms used as well as how gameplay considerations affected our design decisions. Throughout our presentation we'll demonstrate the discussed topics using videos from a real production level in Hitman: Absolution.

Changing How Games Are Made - Building and Working in a Distributed Team
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SKU#: GDC12E-201208040
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Description: Changing How Games Are Made - Building and Working in a Distributed Team Speaker/s: Senta Jakobsen (ngmoco) Day / Time / Location: Tuesday 4:00- 5:00 Congress Saal 1, 4th Level Track / Duration / Format / Audience Level: Production / 60-Minute / Lecture / Intermediate GDC Vault Recording: Video Recorded Description: Innovating in game play is well accepted within this industry, however, innovating around how games are created is not as common. The goal of this presentation is to share the learnings that we made regarding setting up a distributed studio. Topics that will be covered include hiring processes, tools, how work is defined and mistakes made.

Bringing AAA Graphics to Mobile Platforms
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SKU#: GDC12E-201208039
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Description: Bringing AAA Graphics to Mobile Platforms Speaker/s: Niklas Smedberg (Epic Games) Day / Time / Location: Tuesday 9:30-10:30 Offenbachsaal, 1st Level Track / Duration / Format / Audience Level: Programming / 60-Minute / Track Keynote / All GDC Vault Recording: Video Recorded Description: With the explosive progress of mobile hardware, it's now possible to use advanced AAA graphics techniques that were previously only used on gaming platforms such as Xbox 360 and Playstation 3. However, there are fundamental technical differences that should be considered in order to achieve suitable performance and quality on mobile hardware. The tile-based GPU architecture common on mobile platforms means that you can do certain things very efficiently like blending, handling overdraw and anti-aliasing, but other graphics techniques have to be redesigned to avoid things like dependent texture reads, texture coordinate manipulation and render target usage. There are also other gotchas that have unexpected performance penalties, like using the Z and W components to pack more texture coordinates into interpolators. The presentation will explain how a mobile tile-based GPU works in detail and how to modify and adapt the implementation of various graphics effects so that they become viable for this kind of GPU. Implementations from Infinity Blade 2 and Infinity Blade: Dungeons will be described, with examples such as god rays and material effects to demonstrate how to maximize the graphics potential of mobile platforms.

AAA goes F2P: Same Skills, Different Mindset
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SKU#: GDC12E-201208038
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Description: AAA goes F2P: Same Skills, Different Mindset Speaker/s: Jan van der Crabben (Travian Games) Day / Time / Location: Tuesday 9:30-10:30 Congress Saal 2, 4th Level Track / Duration / Format / Audience Level: Game Design / 60-Minute / Lecture / All GDC Vault Recording: Video Recorded Description: Moving from making boxed AAA games to F2P browser games is a peculiar challenge which requires rethinking important aspects of game design. This talk explores directions for a successful transition from AAA to browser game design and how to use your existing skills to create multiplayer-focussed gameplay that attains high levels of player retention and monetization. Examples will be drawn from various games including Travian and Remanum, as well as the speaker's own experience of going from Total War to F2P.

How Draw Something Absorbed 50 Million New Users, in 50 Days, with Zero Downtime
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SKU#: GDC12E-201208035
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Description: How Draw Something Absorbed 50 Million New Users, in 50 Days, with Zero Downtime Speaker/s: Chris Anderson (Couchbase) Day / Time / Location: Monday 4:00- 5:00 Europasaal, 1st Level Track / Duration / Format / Audience Level: Social and Online Games Summit / 60-Minute / Lecture / All GDC Vault Recording: Video Recorded Description: With the acceleration of social media, games can grow from zero to millions of users overnight - the latest example being OMGPOP's Draw Something, a Pictionary-like game that broke all records when it went viral and skyrocketed to more than 50 million downloads and billions of drawings within a few weeks of launch. If you are planning to build and launch a social game, growth is what you should be concerned with and prepared for. So how exactly do you support the kind of growth you hope for, without breaking the bank, and while sustaining a snappy and compelling gaming experience? How do you ensure that the technology stack that works for you at launch can handle viral growth too? This session focuses on the data management challenges game developers face. It outlines key criteria for selecting a data management model that will provide the scalability and performance needed to support a game from birth through massive growth. Specifically, the presentation will highlight the architecture of OMGPOP's Draw Something - an example of a game that was prepared for growth.

Assassin's Creed: Maintaining Momentum on a Blockbuster Franchise
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SKU#: GDC12E-201208037
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Description: Assassin's Creed: Maintaining Momentum on a Blockbuster Franchise Speaker/s: Alexander Hutchinson (Ubisoft Montreal) Day / Time / Location: Wednesday 12:50- 1:50 Offenbachsaal, 1st Level Track / Duration / Format / Audience Level: Game Design / 60-Minute / Track Keynote / All GDC Vault Recording: Video Recorded Description: How often can you release a game in a AAA franchise? How do you keep it fresh? How much change is too much, and how much is too little? Why would an audience come back again and again to the same universe? Assassin's Creed has grown to become own of the premiere franchises in the industry and one of the few that tries to maintain a completely consistent universe of characters, history and perspective. This talk looks at the challenges of creating such a franchise, expanding into other media, and of shipping a new core title every year, through the lens of the development of Assassin's Creed 3. By breaking down the team's goals in January 2010 and re-presenting example deliverables at key milestones over the last two and half years, Hutchinson will explain how Ubisoft Montreal built AC3, and show how the studio's features and approach evolved along the way.

Secret Sauce for Location Based Games: Learnings from Shadow Cities
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SKU#: GDC12E-201208036
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Description: Secret Sauce for Location Based Games: Learnings from Shadow Cities Speaker/s: Ville Vesterinen (Grey Area) Day / Time / Location: Tuesday 11:00-12:00 Congress Saal 1, 4th Level Track / Duration / Format / Audience Level: Game Design / 60-Minute / Lecture / Intermediate GDC Vault Recording: Video Recorded Description: The presentation will discuss the lessons learned in location based game design from Shadow Cities to take location based game to the next level. Shadow Cities won the GDC Online Innovation Award in 2011 and was described as "the most interesting, innovative, provocative and far-reaching video game in the world right now, on any system." by New York Times. The presentation will demonstrate what the crucial design principles for location based games are based on experience.

Audio: The Final Frontier of Mobile Games
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SKU#: GDC12E-201208034
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Description: Audio: The Final Frontier of Mobile Games Speaker/s: Ben Long (Noise Buffet) Day / Time / Location: Tuesday 11:00-12:00 Europasaal, 1st Level Track / Duration / Format / Audience Level: Smartphone and Tablet Games Summit / 60-Minute / Lecture / All GDC Vault Recording: Video Recorded Description: Mobile games is by far, the fastest growing sector of the industry. No longer can developers rely on sight alone. If a game is to compete in the growing marketplace, it needs great audio. While visuals are limited to a flat screen, music and sound are boundless and fill the space surrounding the player. With proper attention, sound can be used to improve user engagement and increase micro transactions. Join Ben Long as he shares creative and technical tips for improving the sonic side of mobile games. The session starts with a brief history of sound in games and moves into current and future trends.

Game Design is Business Design
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SKU#: GDC12E-201208033
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Description: Game Design is Business Design Speaker/s: Ethan Levy (Independent) Day / Time / Location: Monday 2:30- 3:30 Europasaal, 1st Level Track / Duration / Format / Audience Level: Social and Online Games Summit / 60-Minute / Lecture / All GDC Vault Recording: Video Recorded Description: The game industry has changed. A rapid shift is underway as we move from a packaged goods dominated past to a digital, free to play dominated present. More players then ever enjoy the widest range of games of any time in our industry's history. In this new world, the designer's role has changed dramatically. The successful designers of our digital present are not only masters of fun, but also masters of business models and monetization. This lecture talks about the changing role of game designers and presents case studies of how they can successfully apply business design to their practice.

Core Games, Real Numbers: Comparative Stats for MMOs & Social Games
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SKU#: GDC12E-201208032
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Description: Core Games, Real Numbers: Comparative Stats for MMOs & Social Games Speaker/s: Emily Greer (Kongregate) Day / Time / Location: Monday 1:35- 2:00 Europasaal, 1st Level Track / Duration / Format / Audience Level: Social and Online Games Summit / 25-Minute / Lecture / All GDC Vault Recording: Video Recorded Description: Kongregate is a distributor of nearly 200 virtual-goods games, developed by developers small and large, Eastern and Western, both casual and hardcore. As such, it has a unique perspective on what types of mechanics and characteristics of games have the most success monetizing. This talk will look at site-wide trends and patterns, as well as dig in to metrics on specific games. A comparative analysis of games, both at the large scale and down to core mechanics and differences, will help illuminate basic trends and see why similar games performed drastically differently in monetization and retention.

Freedom to Play - Unlocking Unprecedented Creativity in F2P Games
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SKU#: GDC12E-201208031
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Description: Freedom to Play - Unlocking Unprecedented Creativity in F2P Games Speaker/s: Andrew Sheppard (Kabam) Day / Time / Location: Monday 9:30-10:30 Europasaal, 1st Level Track / Duration / Format / Audience Level: Social and Online Games Summit / 60-Minute / Lecture / All GDC Vault Recording: Video Recorded Description: There will always be a place for big-budget blockbusters - but innovation is happening elsewhere. Designers have never had more freedom than with F2P games on mobile and social platforms. It's the biggest opportunity to innovate for core gamers since the introduction of the console. Small, nimble teams can experiment, going directly to consumers without the fear of failure that accompanies a EUR50M budget. But how do you balance the tension between creativity and finances? What metrics should you pay attention to? Which should you ignore? How do you deepen engagement with players and keep them coming back?


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