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:

10 Decisions That Took Warface to Our First 10 Million Users

Nick Button-Brown  |  General Manager, Crytek GmbH


Location: Offenbachsaal

Format: Lecture
Track: Production
Vault Recording: Video


This session is a lighthearted journey through the last 7 years of development on Warface as Crytek moved from a traditional games platform to a free-to-play business model. Nick Button-Brown will look at 10 key decision points in those 7 years, the decisions we made, and how we adapted when those decisions were not right.

Takeaway

The attendees will gain insight into the challenges Crytek faced, the partners that we worked with, and how we addressed the challenges. Maybe a few people will learn to not make the same mistakes that we made.

Intended Audience

Anyone looking at games as a service or just looking for general insight into the games industry. No prerequisite knowledge is necessary.



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