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:

BADLAND Postmortem: How to Launch a Premium Priced Indie Game in the App Store

Johannes Vuorinen  |  Programmer / Designer / Co-Founder, Frogmind


Location: Congress Saal 3

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


BADLAND was developed by the new two-man indie studio Frogmind in one year of hard work. Frogmind stayed fully indie and did everything it possibly could in-house. Using only the team's own marketing efforts, the premium priced BADLAND sold over 100,000 copies in its first week on the iOS App Store. Johannes Vuorinen will go through the development of BADLAND, and describe what choices and efforts the team made to launch BADLAND successfully on the iOS App Store while staying small and fully indie.

Takeaway

Attendees will hear an example case and receive tips on how they can succeed with a premium priced indie game and a tiny team in one of the world's most competitive markets - the iOS App Store. They will learn what steps and efforts we made in order to stand out from the massive amount of games available on the store.

Intended Audience

Indie developers looking for advice on how to successfully launch their paid game on today's iOS App Store. Indie developers wondering whether their next indie game on the iOS App Store should be paid or free.



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