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:

PR Quest! The Adventure to Make Your Game Famous

Trevor Longino  |  Head of Marketing & PR, GOG.com


Location: Congress Saal 3

Format: Lecture
Track: Business, Marketing & Management
Vault Recording: Video


It's dangerous to go alone into the world of PR when you're trying to launch a new game, so level up your community relations & PR skills with this quick talk about the three things that you will need to build buzz around your title. This talk draws upon GOG.com's experience as a leading platform in game distribution to discuss three different approaches to adding a human face to your digital business (honesty, humility and delight), and how if you focus on these touchstones, you're sure to find yourself well-equipped for your own PR Quest.

Takeaway

You will learn GOG.com's three creeds of successful PR and see examples of each: be honest (admit when things go wrong - or right!), be creative (don't think small - find what you can do that is different and make a big splash), and be delightful (Underpromise. Overdeliver. Look for the fun).

Intended Audience

Anyone who has influence on how a title is presented to the public; whether they are an indie dev who is speaking directly to gamers or someone who is working in PR or community relations at a larger company, this talk will help expose the mechanics behind rewarding and successful community relations and growth.



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