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'
No matter how big or small your team is, as soon as you need to organize more than two people to a task, the management challenges begin. But the very thing that most game developers are confident with (designing a good game) turns out to be a useful foundation for them to deal with management challenges when they choose to see management as just another game design problem. This session will present a number of examples of how approaching management as a game design can lead to happier and more productive teams, whether you are a manager or not.
Attendees will walk away with practical examples of how game design can be applied to management, an understanding of why 'people are players' and not 'pieces', and how management is a game that can be non-zero sum. Even non-game designers will understand the power of game design as a management approach.
Everyone wins when management is better, so this talk is for those who are already managing and want to improve, those hoping to become managers and want to understand the role better, or those just interested in helping their team/teammates work more successfully together.