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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 2013 Category

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Balancing Revenue vs. User Experience in Mobile Games
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SKU#: GDCE13-24839_RLTK
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Description: Balancing Revenue vs. User Experience in Mobile Games
Ilja Goossens | Director, Chartboost

Location: Congress Saal 2
Date: Monday, August 19
Time: 13:00-13:25
Tracks: Business, Marketing & Management
Format: Session
Vault Recording: Video


Mobile developers have more tools than ever to help them market their mobile games and build a profitable business. However, developers need to carefully balance the business need to acquire new users and monetize them in a way that's conducive to their overall user experience. Chartboost's Ilja Goossens will discuss how mobile game marketing is evolving and what developers can do to capitalize on it. He will also share how developers can use data and analytics improve performance and share specific strategies used by successful developers around the world.


Turning One-Time Visitors into Lifetime Players: Building Retention in Mobile Games
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SKU#: GDCE13-24836_SZNP
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Description: Turning One-Time Visitors into Lifetime Players: Building Retention in Mobile Games
Darion Lowenstein | Vice President of Game Development, Scopely

Location: Congress Saal 1
Date: Tuesday, August 20
Time: 13:00-13:25
Track: Design
Format: Session
Vault Recording: Video


The stats are grim but true - most players never return after the first day of playing a new game. While the market teaches us to value high installs, the real value is in returning players who increase in value over time. How do you build stronger retention mechanics into your games and when do you need to find the right partner to take your game to that next level? 17-year game industry veteran Darion Lowenstein, who has worked with EA, Activision, Rockstar and now Scopely, will explore the game mechanics, messaging and partners that can turn one-time visitors into lifetime players.


Crowdfunding for European Indies: A Legal Perspective
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SKU#: GDCE13-24834_DERY
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Description: Crowdfunding for European Indies: A Legal Perspective
Alex Chapman | Partner, Sheridans Solicitors
David Hoppe | Principal, Gamma Law

Location: Offenbachsaal
Date: Wednesday, August 21
Time: 12:00-13:00
Tracks: Business, Marketing & Management
Format: Session
Vault Recording: Video


Crowdfunding continues to grow at a dramatic rate, and in 2012 more dollars were pledged to video games than any other category on Kickstarter. At the same time, regulations governing crowdfunding in Europe and the United States continue to develop, with some jurisdictions emerging as preferred venues for online fundraising and others where crowdfunding is still restricted. With implementation of new liberalized crowdfunding regulations in the United States expected soon, European indie developers need to understand the opportunities and risks of crowdfunding in the current legal environment, both at home and abroad.


A Perfect Storm - Managing Community Through Sea Change
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SKU#: GDCE13-24830_UFBY
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Description: A Perfect Storm - Managing Community Through Sea Change
Linda Carlson | Director, Global Community Relations, SOE

Location: Congress Saal 2
Date: Monday, August 19
Time: 9:30-10:30
Tracks: Business, Marketing & Management
Format: Session
Vault Recording: Video


We have enjoyed some spectacular voyages with our titles at Sony Online Entertainment, and we've weathered more than a few storms over almost 15 years. We've launched more than a dozen different MMOGs. Some continue to sail on magnificently, others have gone to the deeps, and more have been heavily retrofitted to face modern challenges. Change is hard, and we've made a great many changes over the years. In this open and honest session, we'll use case studies to examine how SOE has managed change in the past, how we have changed over time, how the player community has reacted to different issues over the years, and we'll offer our wins and scars for examination.


This Time It's Different: Treasures and Traps in the Next Gen Transition
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SKU#: GDCE13-24825_AGHK
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Description: This Time It's Different: Treasures and Traps in the Next Gen Transition
Don Daglow | President and Creative Director, Daglow Entertainment LLC

Location: Offenbachsaal
Date: Tuesday, August 20
Time: 9:30-10:30
Tracks: Business, Marketing & Management, Production
Format: Session
Vault Recording: Video


We think of console titles as a separate channel from all other games, but this particular Next Gen transition creates risks and opportunities across mobile and online platforms as well. Will the new consoles solve industry problems or will the struggles of the current cycle continue? What traditions can we rely on in console game development and what will change? Don Daglow is the only executive in games industry history to lead development teams on every generation of video games, from the Atari vs. Intellivision era thirty-plus years ago up until today. He'll share his perspectives on traps awaiting the unwary, as well as the treasures to be found on console and every other platform in these transition years.


Launch, Market and Monetise Your Mobile Game in China
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SKU#: GDCE13-24822_SHWH
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Description: Launch, Market and Monetise Your Mobile Game in China
Chris Hanage | General Manager for EMEA, PapayaMobile

Location: Europasaal
Date: Monday, August 19
Time: 17:30-17:55
Track: Free to Play Design & Business Summit
Format: Session
Vault Recording: Video


It's a market that, according to analyst firm Research & Markets, is set to be worth USD$1.56BN by 2015. For mobile game developers worldwide, China is a huge opportunity for revenue and growth - and it's only going to get bigger. However, international developers entering the Chinese market must pay close attention to a variety of cultural and commercial differences, including the various monetisation models in play. Chris Hanage, general manager for EMEA of PapayaMobile, will identify and explain these differences, and provide insight for developers on how to properly launch their game or app and achieve success in China.


TRANSFORMERS Legends: Bringing Japanese Game Design to the West
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SKU#: GDCE13-24820_RRAN
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Description: TRANSFORMERS Legends: Bringing Japanese Game Design to the West
Tom Hess | Producer, DeNA

Location: Europasaal
Date: Monday, August 19
Time: 13:00-13:25
Track: Free to Play Design & Business Summit
Format: Session
Vault Recording: Video


How does a team of all-Western developers leverage a Japanese game design to create a product that has a mass appeal to a Western audience and also stays true to the brand vision of an established franchise? DeNA producer Tom Hess will discuss how he and the development team behind TRANSFORMERS: Legends created a free-to-play mobile card battle game that reached the top grossing charts, and what lessons they learned along the way.


Games and Broadcasters: Destination Tablet?
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SKU#: GDCE13-24814_MVAI
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Description: Games and Broadcasters: Destination Tablet?
Jon Howard | Executive Product Manager for Future Development, BBC

Location: Europasaal
Date: Tuesday, August 20
Time: 15:05-15:30
Track: Smartphone & Tablet Games Summit
Format: Session
Vault Recording: Video


More and more, the television has become the second screen in households. Families are having individual experiences with their primary devices (mobiles & tablets) while 'watching' television. What does this mean for broadcasters? How do we leverage the user's behaviours and leanings towards interactive content to provide high quality storytelling? How do we deliver this 'on the go'? BBC Children has been at the forefront of providing TV branded games in the desktop and mobile space. This session will look at our strategy, the areas we are investigating and how we aim to make games that are amazing experiences for our audiences.


Using Gigapixel Landscape Textures in Dragon Commander: Lessons Learned
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SKU#: GDCE13-24810_IAAF
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Description: Using Gigapixel Landscape Textures in Dragon Commander: Lessons Learned
Charles Hollemeersch | CTO, Graphine
Swen Vincke | CEO, Larian

Location: Congress Saal 1
Date: Wednesday, August 21
Time: 9:30-10:30
Tracks: Programming, Visual Arts
Format: Session
Vault Recording: Video


Dragon Commander is more than 'just another' strategy game - Dragon Commander seamlessly blends different gameplay genres into a single, grand adventure. This freedom also has its repercussions in the landscape rendering. Landscapes have to look good, from dragon dogfights up in the clouds all the way down to commanding ground-based combat units. Instead of using traditional mask-based techniques (which lack unique detail and have difficulty hiding visible tiling), we adopted a technique based on texture streaming that covers the whole landscape with unique texture data. In this talk, we'll describe both our production pipeline as well as the technical lessons learned when trying to adopt such a technique.


Small Projects in AAA Studios: Making of Child of Light
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SKU#: GDCE13-24802_WPTF
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Description: Small Projects in AAA Studios: Making of Child of Light
Patrick Plourde | Creative Director, Ubisoft

Location: Congress Saal 1
Date: Monday, August 19
Time: 9:30-10:30
Tracks: Design, Production
Format: Session
Vault Recording: Video


After working for many years on some of the biggest productions in the AAA game industry, Patrick challenged himself to create a game that would be the opposite: a small team, a small budget, and an intimate scope. The result was a game called 'Child of Light'. This talk covers the personal challenges of moving from mega productions to intimate games, and the unique challenges and opportunities of producing a small title within the walls of Ubisoft Montreal.


Obstacles and Opportunities in Cross-Atlantic Mobile Game Distribution
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Description: Obstacles and Opportunities in Cross-Atlantic Mobile Game Distribution
Paul Chen | VP Business Development, PlayFirst, Inc.
Oscar Clark | Evangelist, Everyplay - Applifier
Vincent Dondaine | COO, BulkyPix
Jameel Khalfan | Publishing, Pocket Gems
Chris Pitz | VP of Mobile Marketing and Publishing, Kabam

Location: Offenbachsaal
Date: Wednesday, August 21
Time: 9:30-10:30
Tracks: Business, Marketing & Management
Format: Session
Vault Recording: Video


The panel will provide first-hand insights on the turbulent and rapidly evolving U.S. and European mobile gaming markets, and demonstrate how to navigate this increasingly critical area of international expansion. They'll share successes and failures of their own past efforts, discuss the subtle yet sometimes significant differences in distribution and localization, and share what they believe should be done to address the remaining challenges for mobile game makers extending their cross-Atlantic reach.


Better Teams Through Game Design
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SKU#: GDCE13-24774_IWOH
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Description: Better Teams Through Game Design
Joshua Howard | Executive Producer, Crytek

Location: Congress Saal 2
Date: Monday, August 19
Time: 14:30-15:30
Tracks: Production, Business, Marketing & Management
Format: Session
Vault Recording: Video


No matter how big or small your team is, as soon as you need to organize more than two people to a task, the management challenges begin. But the very thing that most game developers are confident with (designing a good game) turns out to be a useful foundation for them to deal with management challenges when they choose to see management as just another game design problem. This session will present a number of examples of how approaching management as a game design can lead to happier and more productive teams, whether you are a manager or not.


5 Key Best Practices in Free-to-Play Gaming
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SKU#: GDCE13-24743_IBHW
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Description: 5 Key Best Practices in Free-to-Play Gaming
Christopher Williams | VP and GM of Free-to-Play, Big Fish

Location: Europasaal
Date: Monday, August 19
Time: 9:30-9:55
Track: Free to Play Design & Business Summit
Format: Session
Vault Recording: Video


Big Fish has grown its F2P business from zero, a little more than a year ago, to one of its strongest revenue generators today. Join Chris Williams, Big Fish's VP and GM of free-to-play, to find out key learnings and trends that are informing Big Fish as it successfully grows its F2P business. Walk away understanding the best way to get your F2P games discovered; the game design, team structure, and development timeline needed to create and maintain successful F2P games; the most relevant data points to grow your F2P IP and what social features to employ.


Designing Criminal Case for Virality and Retention
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SKU#: GDCE13-24718_OMEE
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Description: Designing Criminal Case for Virality and Retention
Bastien Cazenave | Co-Founder, Pretty Simple Games
Corentin Raux | Co-Founder, Pretty Simple Games

Location: Europasaal
Date: Monday, August 19
Time: 13:35-14:00
Track: Free to Play Design & Business Summit
Format: Session
Vault Recording: Video


Criminal Case, by Pretty Simple, is a social and casual game of investigation that has been a runaway hit on Facebook, with 5M DAUs as of April, 97% of which were acquired organically. Designing the virality and retention of Criminal Case was an exercise in going against some commonly-held beliefs in casual Facebook games. Finding our own way of achieving good retention and virality meant creating an inherently social gameplay from the get-go, going for seemingly old-fashioned values such as earning player's word-of-mouth, and much more.


Developing Better Games by Optimizing the User Experience
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Description: Developing Better Games by Optimizing the User Experience
Jochen Peketz | Games Lab Manager, Blue Byte GmbH

Location: Congress Saal 1
Date: Monday, August 19
Time: 17:30-18:30
Tracks: Production, Design
Format: Session
Vault Recording: Video


What separates a game that sells well from a game that sells poorly? User Experience (UX)! Players will never fully experience your awesome story, the great game mechanics you designed or the magnificent graphics, if they are disgusted by an awful UX. This is even more important in the free-to-play market where competitors are always just one click away! The session will give an overview of several UX methods that can be used throughout the development of a game. All stages are covered - from prototyping phases to beta/live operations of online games. The techniques covered will include heuristics, paper prototyping, card sorting, user tests, eye tracking and diary studies.


Candy Crush Postmortem: Luck in the Right Places
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SKU#: GDCE13-24716_VCJZ
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Description: Candy Crush Postmortem: Luck in the Right Places
Tommy Palm | Games Guru, King.com

Location: Europasaal
Date: Monday, August 19
Time: 16:00-17:00
Track: Free to Play Design & Business Summit
Format: Session
Vault Recording: Video


This postmortem will walk the audience through the making of "Candy Crush Saga," one of the most successful casual games in the world. The talk will describe how King removed luck from the game making process, while sprinkling it in balanced proportions throughout the map and levels of the game. The talk will give an updated account of the games success.


Keep It Complex, Stupid! Creating Games as a Service
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SKU#: GDCE13-24702_WVCI
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Description: Keep It Complex, Stupid! Creating Games as a Service
David Nisshagen | Lead Designer, Paradox Interactive

Location: Europasaal
Date: Wednesday, August 21
Time: 12:00-13:00
Track: Design
Format: Session
Vault Recording: Video


Removing unnecessary complexity has long been a holy grail of design. While it has worked wonders for boxed products, it does not translate into the software-as-a-service concept. This talk, taking plenty of examples from games in the Magicka franchise, describes the benefits of complexity and the resulting emergent behavior.


Designing Assassin's Creed III
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SKU#: GDCE13-24701_LXQM
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Description: Designing Assassin's Creed III
Steven Masters | Lead Game Designer, Ubisoft Montreal

Location: Offenbachsaal
Date: Tuesday, August 20
Time: 17:30-18:30
Track: Design
Format: Session
Vault Recording: Video


With a 3-year development cycle, and a team peaking at several hundred people, how do you keep a team focused on delivering a high quality game while reinvigorating the core gameplay to create a true sequel in a massive franchise? Delivered by Steven Masters, lead game designer in Ubisoft's Montreal studio, this talk is focused on the design methodologies, philosophies and strategies used in creating Assassin's Creed III.


Building the Indie MEGABOOTH: Showcasing Indies Above the Noise
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SKU#: GDCE13-24692_ULTX
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Description: Building the Indie MEGABOOTH: Showcasing Indies Above the Noise
Kelly Wallick | Overlord, Indie MEGABOOTH

Location: Congress Saal 3
Date: Tuesday, August 20
Time: 11:00-11:25
Track: Independent Games Summit
Format: Session
Vault Recording: Video


Over a year ago, 16 indie studios pooled their resources to compete for gamers' attention against the massive AAA studios at PAX East. The result was the Indie MEGABOOTH - a collective of indie developers working within a conference to create a unified presence, out buy the big guys and look good doing it. This talk describes the behind-the-scenes process of executing on that initial event, how we topped that with 30 indie companies for PAX Prime and over 50 for PAX East 2013, our plans for expansion, and why we think this event is leveling the playing field for indie games among press, publishers and gamers.


C++ in the Browser: A Tale from the Trenches
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SKU#: GDCE13-24683_ETDT
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Description: C++ in the Browser: A Tale from the Trenches
Andr Weissflog | Head of Development, Drakensang Online / Bigpoint Berlin, Bigpoint GmbH

Location: Congress Saal 1
Date: Wednesday, August 21
Time: 12:00-13:00
Track: Programming
Format: Session
Vault Recording: Video


The technology is here to port large 3D games written in C++ to run in browsers without plugins, but a lot of pitfalls await the daring adventurer. Gather around the campfire and listen to the traveler who's been through all the joys and horrors of cross-compilation and survived.


Getting Physical with Tablet Multiplayer
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SKU#: GDCE13-24677_GSTB
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Description: Getting Physical with Tablet Multiplayer
Alistair Aitcheson | Independent Developer, Alistair Aitcheson Games

Location: Europasaal
Date: Tuesday, August 20
Time: 10:05-10:30
Track: Smartphone & Tablet Games Summit
Format: Session
Vault Recording: Video


If you think that shared-screen multiplayer is a thing of the past, think again. Creative use of tablet technology - a large interactive canvas with room for multiple players - allows designers to invent new forms of shared play, which players are embracing. Indie developer Alistair Aitcheson takes an in-depth look at how shared-device multiplayer is being transformed on tablet. He explores the design opportunities of using players as physical obstacles, the play possibilities when the device is no longer the referee, and how games culture is once again embracing truly social face-to-face gaming.


Authentic Virality: You Share if You Care
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SKU#: GDCE13-24676_PDCM
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Description: Authentic Virality: You Share if You Care
Jussi Laakkonen | Founder and CEO, Applifier

Location: Congress Saal 2
Date: Tuesday, August 20
Time: 13:00-13:25
Tracks: Business, Marketing & Management
Format: Session
Vault Recording: Video


The best way to discover a mobile game is when a friend shows you a game they love. Several studies agree that word of mouth drives majority of mobile game discovery while advertisements rank the lowest. With the cost of installs skyrocketing now is the time to foster authentic virality. You share if you care. Join this session for an in-depth look at what drives word of mouth in top mobile games, findings from a survey of 1800 players on mobile game discovery, data points on game videos drives discoverability and how to drive viral growth for your game.


Adaptation and Antifragility: Life of an Independent Studio
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SKU#: GDCE13-24669_EEOB
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Description: Adaptation and Antifragility: Life of an Independent Studio
Ilari Kuittinen | CEO, Housemarque

Location: Congress Saal 2
Date: Tuesday, August 20
Time: 17:30-18:30
Tracks: Business, Marketing & Management
Format: Session
Vault Recording: Video


Housemarque has gone through varied times during its 18 years in the business. The lecture concentrates on the studio's continuous attempts to build further 'antifragility' into its DNA, so that the company withstands any high-impact crisis. Important lessons can be learned on how to actually improve a company from events in the company's history. At minimum, leaders of a company should be aware of the consequences that may occur, if nothing is done about an obvious, risky direction the company may be taking.


The Next Ten Years of Tale of Tales
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SKU#: GDCE13-24667_EMON
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Description: The Next Ten Years of Tale of Tales
Auriea Harvey | Director, Tale of Tales
Micha Samyn | Director, Tale of Tales

Location: Congress Saal 3
Date: Tuesday, August 20
Time: 16:35-17:00
Track: Independent Games Summit
Format: Session
Vault Recording: Video


For ten years Tale of Tales has experimented artistically with the medium of video games. It is time for a change. Michael and Auriea have released seven titles and been involved with several research projects. They will discuss their past work and explain how they enabled its production and dealt with its reception. They will then illustrate their hopes for the future with sneak previews of three games currently in production.


BADLAND Postmortem: How to Launch a Premium Priced Indie Game in the App Store
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SKU#: GDCE13-24663_DUKJ
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Description: BADLAND Postmortem: How to Launch a Premium Priced Indie Game in the App Store
Johannes Vuorinen | Programmer / Designer / Co-Founder, Frogmind

Location: Congress Saal 3
Date: Tuesday, August 20
Time: 10:05-10:30
Track: Independent Games Summit
Format: Session
Vault Recording: Video


BADLAND was developed by the new two-man indie studio Frogmind in one year of hard work. Frogmind stayed fully indie and did everything it possibly could in-house. Using only the team's own marketing efforts, the premium priced BADLAND sold over 100,000 copies in its first week on the iOS App Store. Johannes Vuorinen will go through the development of BADLAND, and describe what choices and efforts the team made to launch BADLAND successfully on the iOS App Store while staying small and fully indie.



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