GDC

CONFERENCE  

|    Production
    PRODUCTION

In recent years, game industry production challenges have been split between large budgets for persistent online games, and significant new production challenges from social, online, smartphone and other emerging types of game. The goal of the Production Track is to provide developers with concrete tactics for managing game production, no matter what size or scope your game is.

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HIGHLIGHTED SESSIONS

How to Create and Operate an Online Game -- Shared Experiences From Heroes of Order & Chaos
Yu Fei (Gameloft)
In the past several months, Gameloft CN studios, under the leadership of VP Yu Fei, have released lots of great games and get lots of remarkable achievements. Either online games, such as Order & Chaos and Heroes of Order & Chaos, or mid-core/hard-core games, such as Iron Man 3, The Amazing Spiderman and Wild Blood, all of them have the extremely eye- catching performance at the beginning of release. But the life and performance of online games will not only depends on the release version, also the exciting and creative contents in the future updates. Therefore, the GE and game operations will play more and more important role in the game's whole life cycle.
Game Design Hacks for Better Management
Joshua Howard (Crytek)
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 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 you 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.
Ideas Per Second: Optimizing for Human Performance
Nathan Martz (Independent)
As game developers, we're used to the idea of optimizing software to maximize machine performance. But what happens when your organization isn't fast enough? Or when it takes too many people too much time to try out a new platform, idea, or business model? The solution is to optimize your technology, not only for performance, but for flexibility, expressiveness, and sustainability. Drawn from Double Fine's experience of transforming from a two-games-per-decade studio into a prolific, multi-platform company, "Ideas per Second" discusses specific techniques for building software and cultivating teams that are both fast and flexible.
DayZ: Producing the Ultimate Accidental Project
Dean Hall (Bohemia Interactive)
From nothing to over two million users in a year, the ARMA 2 mod DayZ's popularity exploded in 2012 through to becoming its own standalone title. Dean discusses the successes and failures of this process from a production perspective, drawing conclusions that can be applied to both traditional production and those aiming to be the next big viral success. The session will cover a variety of production topics including negotiating a deal, agile planning, the pitfalls of open development, and how to get the best out of developers from vastly different cultures

 

ALL PRODUCTION SESSIONS

"A Believable World Meet with Dramatic Lighting" - The Level Art of Splinter Cell Blacklist
Liao Jun Cheng (Ubisoft)
Liu Yan Feng (Ubisoft)
   
DayZ: Producing the Ultimate Accidental Project
Dean Hall (Bohemia Interactive)
   
Debunking Myths About Lean Game Development
Katherine de Leon (GSN Digital)
   
Game Design Hacks for Better Management
Joshua Howard (Crytek)
   
How to Create and Operate an Online Game -- Shared Experiences From Heroes of Order & Chaos
Yu Fei (Gameloft)
   
Ideas Per Second: Optimizing for Human Performance
Nathan Martz (Independent)
   

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