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:

Adaptation and Antifragility: Life of an Independent Studio

Ilari Kuittinen  |  CEO, Housemarque


Location: Congress Saal 2

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


Housemarque has gone through varied times during its 18 years in the business. The lecture concentrates on the studio's continuous attempts to build further 'antifragility' into its DNA, so that the company withstands any high-impact crisis. Important lessons can be learned on how to actually improve a company from events in the company's history. At minimum, leaders of a company should be aware of the consequences that may occur, if nothing is done about an obvious, risky direction the company may be taking.

Takeaway

The key takeaway is a collection of suggested action points that has enabled Housemarque to survive and thrive for 18 years in the ever-changing games industry. The audience will have a selection of ideas on how to make their company less prone to major setbacks and more robust, and perhaps even to be antifragile to change.

Intended Audience

Independent development studio founders and leaders, people who are contemplating starting a new studio and those interested in the business of running a game studio.



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