GDC

CONFERENCE  

|    Programming
    INDEPENDENT GAMES

The Independent Games Festival China (IGF China) serves to promote the development of independent games, showcase the best-of-breed products and foster collaboration among the Chinese game development community. During these tough economic times, the Independent Games Summit will facilitate the sharing of best practices and the improvement of business models. Additionally, this summit strives to create business opportunities in order to help original Chinese games flourish not only in design and technology, but also in content and more.

The Independent Games Summit will be held in conjunction with the Independent Games Festival China taking place at GDC China. Visit www.igf.com for more information of Independent Game Festival.

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HIGHLIGHTED SESSIONS

Walking the Road from AAA to Indie… and Beyond
Georg Backer (Hotsauce Interactive)
Georg Backer has worked in AAA games (Black & White, The Movies, Fable 1, 2 & 3) for over a decade as a programmer, designer & producer. However two years ago he left big budget games and started working for Hotsauce Interactive, an independent games developer in London, releasing the iOS & Android game "Catcha Catcha Aliens!".

In this session Georg will give a holistic view about the similarities and differences of AAA and indie game development; how his experience and lessons learned from working for AAA companies have helped -- and hindered – him in his life as an indie.

Drawing from all these experiences, Georg will highlight the opportunities, issues and challenges indie game developers face now, and in the future. He'll also talk about why it is more important than ever to create immersive gaming experiences of all sizes, forms and budgets.

Think of it as a useful guidebook of lessons learned on design, development, platforms, publishing, marketing and selling, regardless of how big or small your game (and budget) is.
Obsessive-Compulsive Development: A Difficult Indie Journey
Matt Gilgenbach (24 Caret Games)
Retro/Grade was featured in the 2009 IGF, with nominations in Excellence in Design and Excellence in Audio. After almost four years of grueling crunch, the game was finally released to positive reviews. Although 24 Caret Games was silent during development, Matt Gilgenbach will now talk about what went wrong on the project and in his personal life, as his obsessive-compulsive disorder caused development to spiral out of control. He will also discuss what he learned from the mistakes on Retro/Grade, his new and healthier approach to indie game development, and how he's trying to turn his weaknesses into strengths.
The Value in Analyzing Game Data
Bai Dongli (Cong Yun (Beijing) Technology Co. Ltd.)
Realizing the importance of operating business strategies based on data analysis, many game developers are fulfilling their various analytical needs by setting up their own data analysis teams. From establishing and monitoring common data points, to analyzing data in an effort to identify problems within a product, Cong Yun's CEO will explore the roles that data analysis can play in the operation of games.
Shellrazer - Designing In-App-Purchase Without Losing Your Soul
Shane Neville (Ninja Robot Dinosaur Entertainment)
Designing a successful game with In-App Purchase (IAP) does not have to be an evil, soul-sacrificing affair. Shane Neville will explain how the Shellrazer team designed an IAP system that generates 30% of the game's revenue without using any of the free-to-play tricks that have given IAP a bad reputation. The talk will cover RPG mechanics, game balance, and an analysis of the three types of players developers must consider.

 

ALL INDEPENDENT GAMES SUMMIT SESSIONS

Going Viral: How a Little Experimental Game Became the Hottest Buzz Word in China
Sun Jinchao (Hortor Games)
   
The Making of Thirty Flights of Loving
Brendon Chung (Blendo Games)
   
Obsessive-Compulsive Development: A Difficult Indie Journey
Matt Gilgenbach (24 Caret Games)
   
Shellrazer - Designing In-App-Purchase Without Losing Your Soul
Shane Neville (Ninja Robot Dinosaur Entertainment)
   
The Value in Analyzing Game Data
Bai Dongli (Cong Yun (Beijing) Technology Co. Ltd.)
   
Walking the Road from AAA to Indie… and Beyond
Georg Backer (Hotsauce Interactive)
   
We Laughed, We Cried and We Cried Some More Making Indy Mobile Games in China
Frank Yu
   

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