GDC

CONFERENCE  

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    BUSINESS

The Business & Marketing Track seeks to educate and inform developers about the business of game development and ways in which their business can be improved.

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2013 HIGHLIGHTED SESSIONS

Making Your Virtual Goods Collectible
Derreck Morton (FlowPlay)
Digital goods and virtual currencies are now the de facto business model for most of the world's most successful games. FlowPlay has taken this a step further by creating the concept of digital collectibles - virtual items that are one part cosmetic, one part gameplay advantage, and one part financial investment for the player. Derrick Morton, FlowPlay's CEO, will take you through their business to demonstrate what drives the sales of these items, and how they created a multimillion dollar business around them.
The Designer's Dilemma: How Do We Predict the Future?
Don Daglow (Daglow Entertainment LLC)
As game designers we always want to invent new kinds of games, to be the first to produce a big hit that stands out as unique and superior to all the games around it. We want to predict what the best platforms will be, and everything else about markets of the future.

The games industry changes very rapidly, however, and it's getting harder to predict the future and to anticipate the right kinds of games to build.

Producers in movies, music and other media face the same challenges, but those crafts have longer traditions than we do in games. Long-time game designer Don Daglow will share ways in which game developers can learn from game history and from other media to find better ways to approach the development of future hits.
Building Games for the Long-Term: Maximizing Monetization & Player Satisfaction
Emily Greer (Kongregate)
The best free-to-play games not only survive, but thrive for years. Player retention and satisfaction are key, and this talk will examine what elements of design, operation, and monetization allow games to succeed over the long-term. Everything from game mechanics to community management will be examined, focusing on what will build the players' relationships with each other and the game, keeping them engaged, enthusiastic, and willing to spend.
Avoiding Failure 101 (Small Studio Edition)
Eitan Glinert (Fire Hose Games)
Oh no! Things aren't going as perfectly as you'd hoped and planned! How will your studio survive the setbacks you're facing? How can you deal with – gasp – failure? This talk is all about the steps small teams can take to help insulate against unforeseen, unexpected, and unwelcome problems. Tips for building a studio that doesn't rely on having a break-out hit are reviewed, as are common pitfalls. Advice is given on weathering storms, avoiding meltdowns, averting catastrophes, and defeating the gum disease gingivitis.

 

ALL 2013 BUSINESS & MARKETING SESSIONS

Avoiding Failure 101 (Small Studio Edition)
Eitan Glinert (Fire Hose Games)
   
Building Games for the Long-Term: Maximizing Monetization & Player Satisfaction
Emily Greer (Kongregate)
   
The Designer's Dilemma: How Do We Predict the Future?
Don Daglow (Daglow Entertainment LLC)
   
Facilitate the Success of New Entry Mobile Games on Large-Scale Open Platform
Chen Jie (Qihoo 360)
   
Game Trends in China and the International Markets
Junde Yu (App Annie)
   
Making Your Virtual Goods Collectible
Derreck Morton (FlowPlay)
   
Predicting Player Propensities in Online Games
Steven Collins (Swrve)
   
The Psychology of Freemium
Nils Pihl (Mention LLC)
   

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