GDC

Global Game Development Track


Global Session 2010The Chinese game industry has developed beyond agent and outsourcing models. With the export of Chinese game products growing at an accelerated pace, now is the time to consider how to further internationalize and enhance cross border collaborations to capture these market opportunities. Whether it is the export of Chinese games or the localization of overseas games, the unique cultural, geographical, legal, channel, and competitive landscapes and user behavior are all important considerations that will make or break your product. GDC China's Global Game Development Track will focus on these discussion topics and more.

Continue checking back for 2011 session content announcements!

Global Game Development Track Schedule

 

 

Monday, November 14

 
 

Time

Session

 
  9:15-10:15 Gaming and the Cloud: Present and the Future
Brian Prince
(Cloud Evangelist | Microsoft)
 
  10:20-11:20 Track Keynote
Global Reach and Local Limits, Paul's Personal Truths about Online Game Development

Paul Barnett
(Senior Creative Director | BioWare)
 
  11:25-12:25 Designing a Technology Strategy for a Large Publisher
Julien Merceron
(Worldwide Technology Director | Square Enix)
 
  12:25-13:45 LUNCH  
  13:45-14:45 The Business (and Importance!) of Game Audio
Hitoshi Sakimoto
(CEO | Basiscape International Co., Ltd.)
 
  14:50-15:50 Rapid Prototyping Techniques for Kinect Game Development
Drew Skillman
(Lead Technical Artist | Double Fine Productions)
 
  15:50-16:10 COFFEE BREAK  
  16:10-17:10 Working with European Developers
Ian Baverstock
(Senior Partner | Tenshi Ventures)
 
  17:15-18:15 Latin America Case Studies & Market Overview
Jay Heo
(Director of Business Development | Gala-Net , BOD | Gala-Net Brazil)
 

Global Game Development Track Sessions

Just Announced
Gaming and the Cloud: Present and the Future

Chris Donahue

Brian Prince
Cloud Evangelist | Microsoft

Game developers are among the quickest adopters of the cloud. In this session, Brian will discuss what a game designer can get out of a cloud, and why they would want to use it. This will include capabilities and scenarios in use today, as well as what he sees in the future. He will cover both cloud based services as well as hosted game platforms.

Just Announced
Latin America Case Studies & Market Overview

Jay Heo

Jay Heo
Director of Business Development | Gala-Net
BOD | Gala-Net Brazil

The lecture will focus on a broad market overview from an economic and cultural standpoint and key information anyone should know who is thinking about doing business in the Latin America territories. Jay Heo, Director of Gala-Net will discuss Flyff, a spanish language game launched in Latin America and it's success as sales and user numbers continue to grow. He will review their marketing strategies, payment gateways and different online game culture in Latin America so that new publishers can easily access and monetize their games in this market.

Working with European Developers

Ian Baverstock

Ian Baverstock
Senior Partner | Tenshi Ventures

Whether you are looking to take your games to a European audience, partner with European developers to help them create their games or are considering investing in companies there; the European development scene is complex and varied. This talk will provide an up to date picture of the industry in Europe; the relationship between different types of business and the markets they operate in. It will go on to outline opportunities and problems that arise from the rapid rate of change that is happening today.

Designing a Technology Strategy for a Large Publisher

Julien Merceron

Julien Merceron
Worldwide Technology Director | Square Enix

Many platforms, many genre of games, many diverging Team structures or project life cycles... Because of that, almost all Publishers are different: different needs, different intensions, different strength & weaknesses... And - on the technology side - you have to approach them differently to create a technology strategy that is relevant for them, and actionable. So there is no one-size-fits-all in our Industry, and as a CTO your work - and strategy - might very well defer depending on what Publisher you're working with. Being at Square Enix now - and having worked at Ubisoft and Eidos before - Julien will compare the technology development strategies of different Companies, and discuss how such kind of strategy influences the product development of the Company. Then Julien will open up the discussion toward the developing trends to face the future mobile games and web games, and anything to pay attention to form the technology and product development.

Rapid Prototyping Techniques for Kinect Game Development

Drew Skillman

Drew Skillman
Lead Technical Artist | Double Fine Productions

Microsoft's Kinect peripheral opens new possiblities for game developers by giving them access to novel player inputs like motion, depth and color. In fact this hardware is so unique, it's not obvious how to translate it into a successful game experience. This talk shares rapid prototyping techniques developed for Double Fine's recent Kinect titles to help overcome these challenges, and follows the evolution of some early prototypes to their final, shipping incarnation. Along the way we'll touch on our software setup for rapid prototyping (i.e. Kinect "hacking"), augmented reality, and some fun shader based compositing tricks.

The Business (and Importance!) of Game Audio

Hitoshi Sakimoto

Hitoshi Sakimoto
CEO | Basiscape International Co., Ltd.

Is game audio still an afterthought for game developers? How can they effectively work with their sound team to get the best end product? What is it that makes great game music and sound effects, and how does this grow from a concept to the final product? Hitoshi Sakimoto shares his experiences regarding the business of game audio, and why it matters to all divisions in the game industry.


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Supervising Unit:
Ministry of Culture of the People's Republic of China


Endorsing Units:
Shanghai Municipal Administration of Culture, Radio, Film & TV
Shanghai Municipal Economic and Informatization Commission

Organizing/Co-Organizing Units:
UBM
UBM TechWeb Game Network
Shanghai Municipal Information Service Industry Association

Co-Sponsoring Unit:
Hong Kong Productivity Council (HKPC)
Hong Kong Cyberport
Taipei Computer Association (TCA)
Singapore Game Exchange Alliance (GXA)

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