GDC | Game Developers Conference

March 18-22, 2019 | San Francisco, CA

GDC 2019 Highlights

Experimental Gameplay Workshop

Juuso Toikka (Aalto University), Jenn Sandercock (Inquisiment), Shawn Liu (Rochester Institute of Technology), Dennis Carr (Independent), , Jonah Warren (Feedtank), Jay Tholen (Independent), Su Liu (Riot Games), Trynn Check (Level You & iThrive Games), Tim Garbos (Triband), Daniel Benmergui (Storyteller), Antti Sandberg (Aalto University), Frank DeMarco (Babycastles), Alex Bull (Kitfox Games), Jongwoo Kim (Kitfox Games), Lee-Kuo Chen (Sunhead Games), Gerben Grave (Multiverse Narratives), Robin Hunicke (Funomena)

Game Discoverability Day: Building a Community for Your Game from Scratch

Mike Rose (No More Robots)

Content Fueled Gameplay Programming in 'Frostpunk'

Aleksander Kauch (11 bit studios)

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:

Stealing Your Heart, Eating Your Brain

Timo Dries  |  Product Lead, Wooga


Location: Europasaal

Format: Lecture
Track: Free to Play Design & Business Summit
Vault Recording: Video


Sometimes it only takes the mention of a single word to furrow your brow and sink your heart. 'Numbers'. Numbers aren't exciting to most people. They won't show you a good time, they won't (or shouldn't) make you laugh or cry. On their own, numbers don't make a great game experience. Mix in a little heart, a dash of emotion - and suddenly the experience comes to life. Combining the two in game development is essential, and having one without the other more often than not results in failure. In this talk, Timo Dries will look at what numbers to pay closer attention to and which ones to ignore, as well as revealing how carefully adding some heart to these numbers can pay dividends.

Takeaway

The session will address the following topics: how to do user tests in a fast and agile way, what KPIs are really helpful and should be monitored to create a successful game, how to put love into your games to engage the user and how to make your user a long time player.

Intended Audience

Product managers, game designers, game analysts and everyone who is interested.



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