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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:

Building Games for the Long Term: Pragmatic F2P Guild Design

Anthony Pecorella  |  Director of Production, Kongregate


Location: Europasaal

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


In this design-focused talk, guilds will be deconstructed to their kernel and then built back up, feature-by-feature, with an eye on implications for retention, monetization and engagement. Examples from the industry will be used to look at best practices and missed opportunities while exploring traditional and experimental guild elements. It will also walk through the exercise of designing a guild system for a popular casual game, challenging the audience to step outside the boundaries of traditional genres when thinking about guilds in games.

Takeaway

Attendees will gain an understanding of core guild elements and the reasons for including these elements. They will be challenged to explore how guild-like entities can be incorporated into genres typically not associated with guilds.

Intended Audience

This talk is aimed at game designers, and monetization and retention analysts. It will be accessible to anyone, but most valuable to developers looking to understand or build deeper social elements within games.



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