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:

Turning Doodle Train's Failure into Rail Maze's Success

Andrei Gradinari  |  Lead Game Designer, Founder, Spooky House Studios


Location: Europasaal

Format: Lecture
Track: Smartphone & Tablet Games Summit
Vault Recording: Video


This session will go through Spooky House Studios' bumpy ride with its iPhone hit game Rail Maze. First released as Doodle Train, the game was well received by the players, but didn't turn out to be a market success. After analyzing and fixing its flaws, and going through a major rebranding, the game was re-released as Rail Maze. Almost instantly, the game went to the top of Free App charts all over the world and got 5 million downloads in the first month. This session will go through what we did wrong with the Doodle Train, and how we fixed it in Rail Maze and succeeded.

Takeaway

Using the example of Rail Maze, attendees will learn that they should definitely use analytics packages in their mobile games. They'll learn how to properly read the collected analytics data and how to take advantage of it to improve the gamer's experience.

Intended Audience

The session will target casual games developers and specific prerequisite knowledge is not required. Developers who are interested in experimentation will learn how experimentation with existing, or even failed game concepts, can result in the creation of a hit game.



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