GDC GDC
 

CONFERENCE  

|    Production
    PRODUCTION

In recent years, game industry production challenges have been split between massive budgets for AAA console games, and significant new production challenges from social, online, smartphone and other emerging types of game. The goal of the Production Track is to provide developers with concrete tactics for managing game production, no matter what size or scope your game is.

Arrow View all Production Track sessions

2013 HIGHLIGHTED SESSIONS

10 Decisions That Took Warface to Our First 10 Million Users
Nick Button-Brown (Crytek)
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.
Building Epic Worlds Through the Strengths of Outsourcing
Chris Mielke (Epic Games, Inc.)
The Gears of War, Infinity Blade and Fortnite universes started out as concepts on paper, but were lovingly crafted into living worlds by talented external artists shepherded by Epic studio staff. Looking back through these titles, attendees will discover how the Epic quest for high quality artwork was fulfilled. They will learn the secrets of Epic's success in utilizing outsourcers and will be better prepared to circumvent some of the obstacles Epic encountered in the early days of production for all these award-winning titles.

Follow Us

facebook  Facebook          twitter  Twitter
Desktop Site
UBM Tech