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CONFERENCE  

|    Business
    BUSINESS, MARKETING & MANAGEMENT

The Business, Marketing & Management Track seeks to educate and inform developers about the business of game development and ways in which their business can be improved.

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2013 HIGHLIGHTED SESSIONS

Adaptation and Antifragility: Life of an Independent Studio
Ilari Kuittinen (Housemarque)
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.
Building Real Life Communities in Online Gaming
Matthew Elliott (Riot Games)
Think online gaming is just an anonymous digital portal? Think again! Based on his experience as European community manager for the League of Legends community, Riot Games' Matt Elliot will take a closer look at the ways in which tribal gamers are taking their social web experience offline and getting on the streets to connect.
PR Quest! The Adventure to Make Your Game Famous the GOG.com Way
Trevor Longino (GOG.com)
It's dangerous to go alone into the world of PR when you're trying to launch a new game, so level up your community relations & PR skills with this quick talk about the three things that you will need to build buzz around your title. This talk draws upon GOG.com's experience as a leading platform in game distribution to discuss three different approaches to adding a human face to your digital business (honesty, humility and delight), and how if you focus on these touchstones, you're sure to find yourself well-equipped for your own PR Quest.
Startup Funding: Indie Options, Approaches and Realities
Jason Della Rocca (Execution Labs)
Just a few years ago, the only source of funding for game development was a publisher. Now that other sources of finance are entering the industry (e.g., venture capital, crowdfunding, grants, incubators), there are many more options and approaches available for indies to fund their projects and studios. This session will cover these options in detail, along with the best approach to take to raise funds given your current state. Furthermore, the pros and cons will be covered to ensure a much needed dose of reality.
A Perfect Storm - Managing Community Through Sea Change
Linda Carlson (Sony Online Entertainment)
We have enjoyed some spectacular voyages with our titles at Sony Online Entertainment, and we've weathered more than a few storms over almost 15 years. We've launched more than a dozen different MMOGs. Some continue to sail on magnificently, others have gone to the deeps, and more have been heavily retrofitted to face modern challenges. Change is hard, and we've made a great many changes over the years. In this open and honest session, we'll use case studies to examine how SOE has managed change in the past, how we have changed over time, how the player community has reacted to different issues over the years, and we'll offer our wins and scars for examination.
F2P the Wrong Way: Age of Empires Online
Kevin Perry (Microsoft)
In August 2011, Microsoft released the Age of Empires Online, an MMORTS using a new business model: free-to-play. The game was okay at launch, but the business model was a disaster. In this talk, Microsoft executive producer Kevin Perry will detail what went wrong with the model, and more importantly, how the team changed the model and the product into a successful game as a service, while the game was still live.

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