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



Connecting the Global Game Development Community

GDC Europe 2013 Session Scheduler

Please note: the information on this page reflects GDC Europe 2013.

Export Schedule:

Candy Crush Postmortem: Luck in the Right Places

Tommy Palm  |  Games Guru,

Location: Europasaal

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

This postmortem will walk the audience through the making of "Candy Crush Saga," one of the most successful casual games in the world. The talk will describe how King removed luck from the game making process, while sprinkling it in balanced proportions throughout the map and levels of the game. The talk will give an updated account of the games success.


This is a postmortem about how Candy Crush Saga came about. From the brainchild of Sebastian Knutsson, Candy Crush saga grew to become one of the biggest cross-platform games in the world, currently with 10 million daily active players. The steps in-between included a small competitive flash game and a social envelope to adjust it to Facebook, with an aggressive cross-platform push onto mobile. The plan was originally to build up a mobile presence during a two year period. But nine months later, Candy Crush Saga was successfully launched on all major mobile devices and had become a hit social game. This presentation outlines the pitfalls, lessons learned, and best practices accumulated along the way.

Intended Audience

The presentation requires a good level of understanding from the audience and will be particularly beneficial for those working within the industry. It also has wider significance to those less focused on the development side of gaming and will be of interest to marketers, business development professionals and investors.

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