GDC

CONFERENCE  

|    Design
    DESIGN

Creating compelling, immersive games requires understanding, visualizing, demonstrating, and tuning the interactions of an ever-increasing number of game tools and systems. While game designers need to understand the possibilities of new technologies, the Design Track reminds developers that they must also continue to master the traditional disciplines of drama, game play, and psychology.

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2014 HIGHLIGHTED SESSIONS

What Could Gaming Learn from UI/UX Design?
James Chaytor (Sprung Studios)
User experience/User Interface design can make or break a game. As games have evolved, users want quick access, convenience and little upfront commitment before being able to enjoy and feel rewarded by the experience. This session will look at why user experience/design is important in 2014 in all countries, what it is, how it fits within game design process and production pipeline, and how to undertake user experience design in your games.
Every Game is a Hit - A User Research Process to Deliver Successful Games
Graham McAllister (Player Research)
Making sure games resonate with, and are enjoyed by, players has never been more important, but many games are only playtested late in the development where making changes are costly, if they are playtested at all. This talk will outline a complete games user research process, that is much more than playtesting, and can be implemented from day one of design right up until after the game has shipped. The stress will be on teaching developers what they can realistically achieve in this area, no matter their budget.
From Theory to Practice: Data-Driven Design
Nils Pihl (Traintracks.io)
Behavioral Engineer Nils Pihl gives live demonstrations how A/B testing and behavioral analytics can help improve the metrics that most matter to your game, using familiar games and genres to show how to avoid common and costly mistakes. Using a Flappy Bird clone and a generic platformer as an example, the speaker demonstrates how a small initial investment in A/B testing and behavioral analytics can improve your game and increase your revenues, while teaching the audience how to spot and avoid common and costly mistakes.

 

ALL 2014 DESIGN SESSIONS

Every Game is a Hit - A User Research Process to Deliver Successful Games
Graham McAllister (Player Research)
   
From Theory to Practice: Data-Driven Design
Nils Pihl (Traintracks.io)
   
What Could Gaming Learn from UI/UX Design?
James Chaytor (Sprung Studios)
   

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