
GDC Europe will feature sessions based on a comprehensive selection of game development topics taught by industry experts. The content at GDC Europe will be divided into five main tracks: Business & Management, Game Design, Production, Programming and Visual Arts. In addition, the conference will cover the development of Mobile and Serious games.
Monday: 9:00am - 6:30pm
Tuesday: 9:00am - 6:30pm
Wednesday: 9:00am - 4:10pm (followed by Closing Coffee Reception 4:10-5pm)
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Choice: The Ultimate Game Mechanic
Speaker: Peter Molyneux, Lionhead Studios
Giving players the power to make decisions which impact on the game world is a common and continual theme in every game which Peter Molyneux has worked on. As technology has become more sophisticated, the effects of player exercising their power of choice have become both more subtle and far ranging. Using in-game and work in progress examples Peter will show how empowering players to make their own game play decisions ultimately leads to a more personal and satisfying gaming experience. Read more here...
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Games in Stereoscopic 3D – The Next Dimension is Finally Here?
Speakers: Andrew Oliver (Blitz Games), Aaron Allport (Blitz Games)
The first wave of the new generation 3D movies has proven to be a huge hit with audiences in Europe and North America, films like Coraline. Games and game developers have an even bigger opportunity - perhaps even a responsibility - to use this technology to greater effect than movies. 3DTV’s are available in the market now and the 3D gives an extra level of immersion. Using proprietary technology, Andrew and Aaron will show a game running in Stereoscopic 3D on a console. Read more here...
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Creating Visual Identity for Games
Speaker: Viktor Antonov, The Building Studios
In this lecture, Viktor will take you through the different phases of concept design – from the first creative ‘kick off’ meeting trough the prototype and production phases. He’ll share his experiences in different media, ranging from games to feature film. Viktor will analyse the elements and tools that designers use to enhance storytelling and gameplay: space, architecture, light, color and stylisation. Read more here...
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Ask the Decision Makers: Find Out What Publishers Want And How To Get What You Want
Speakers: Jeff Hilbert ( Digital Development Management), John Kavanagh (Paramount Pictures), Jay Cohen (Jerry Bruckheimer Games), Adam Boyes (Capcom), Careen Yapp (Konami Digital Entertainment, Inc.), Sebastien Motte (Microsoft Game Studios), Chris Charla (Foundation 9 Entertainment), Jean-Marcel Nicolai (Disney Interactive Studios)
Publishers will sometimes receive in excess of 100 game submissions a month. During this show alone many acquisition people will meet with one Developer every half hour for 5 days (80 meetings) plus dinner and breakfast meetings! For every meeting a Publisher has they turn down many more! Read more here...
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Why have a Publisher for iPhone Products?
Speakers: Bob Wallace (Strategic Alternatives), Alan Yu (Ngmoco:)), Sergei Gourskiof (Subatomic
Studios), Joe Wee (Chillingo)
The issues of self-publishing vs. signing with a publisher for iPhone will be debated. The attractive royalty model for iPhone is complicated by many issues which publishers can help resolve. Answer the question: Does my studio need an iPhone publisher to be successful on this platform? Read more here...
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The Challenge of Multisite Game Development: International Project Management At-a-Glance
Speakers: Don Daglow (Don Daglow Interactive Entertainment), Christopher Schmitz (Ubisoft Entertainment), Adrian Hawkins (Kuju Entertainment Ltd.), Jan Lechner (Crytek)
AAA game productions have become bigger and bigger in terms of scope and budget within the last couple of years, which are requiring larger and larger development teams. In order to fulfill the promise and to deliver the best possible game, it’s now required to produce games using complex international multi-site development approaches, which is risky and challenging to manage. Read more here...
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Designing Social Games
Speaker: Steve Meretzky (Playdom)
Designing games for social networks like Facebook and MySpace shares many elements with designing any online game, but there are critical additional issues to consider. In this session, Meretzky examines these unique design considerations. Read more here...
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AAA or Bust!
Speaker: Paul Wedgwood (Splash Damage Ltd)
In 2008 Splash Damage announced a new partnership with Bethesda Softworks, built new facilities, doubled its team size, transitioned from purely PC to multiplatform AAA development, and did so while attracting industry talent that made worldwide news. Read more here...
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Background of AION Game Design
Speaker: Yongchan Lee (NCsoft West)
This session addresses the major elements and design background of AION. It includes numerous factors that must be taken into consideration when developing an MMORPG. Read more here..
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