GDC | Game Developers Conference

March 18-22, 2019 | San Francisco, CA

GDC 2019 Highlights

Gamasutra's favorite slides from GDC 2019

Looking for a quick hit of game dev insight? Look no further than this cross-posted Gamasutra article, in which the editorial team shares some of their favorite slides from different GDC 2019 talks!

GDC celebrates record-breaking attendance and locks in 2020 dates!

After a record-breaking 29,000 attendees enjoyed GDC last week, organizers are excited to confirm the show will return March 16-20 of next year, with the call for submissions opening this summer!

GDC in Pictures: Highlights from GDC 2019

Words alone can't fully convey the experience of spending a week at GDC, so here are a few standout shots of the people, talks, and experiences which made GDC 2019 a success!

GDC 2019 Highlights

Automated Testing of Gameplay Features in 'Sea of Thieves'

Robert Masella (Rare, Ltd.)

Concrete Jungle Gym: Building Traversal in 'Marvel's Spider-Man'

Doug Sheahan (Insomniac Games)

Pipeline Support for Feature Branches in 'Destiny'

Pete Kugler (Bungie)

GDC Diamond Partners

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Connecting the Global Game Development Community

GDC Europe 2013 Session Scheduler

Please note: the information on this page reflects GDC Europe 2013.

Export Schedule:

Getting Your Independent Game Noticed in 2013

Mike Rose  |  UK Editor, Gamasutra


Location: Congress Saal 3

Format: Lecture
Track: Independent Games Summit
Vault Recording: Video


With so many indie games doing the rounds these days, it's so much more difficult to get noticed than it used to be. Gamasutra editor Mike Rose has watched the indie scene evolve over the last several years, and offers ideas and inspiration for how devs in 2013 can go about standing out from the crowd. The talk involves analysis of the sorts of titles that are currently covered by the mainstream media, including why they are picked up and how a relatively new studio can aim to get in on the action.

Takeaway

Attendees will gain an insight into the various marketing angles that they may not have considered, as well as coming away with a better understanding of how they should be dividing their time up when it comes to shouting about their games.

Intended Audience

The talk will be aimed at both new indie studios who have no idea how to get started with talking about themselves and their games, and more experienced indies who might still be waiting to catch a break.



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