GDC

Sessions


GDC China 2011 Sessions

Check back frequently for more 2011 session announcements!

GDC China Hotels
Download the Conference-At-A-Glance schedule
(PDF)
 


Online Games Track

Just Announced
Experiences and Thoughts on Establishing Economic System of Large-scale Online Games

Yi Wang

Yi Wang
Co-founder & Producer | Xinyou Technologe Co., Ltd.

A reasonable economic system is essential for keeping stable and continuous development for a relatively long time of an online game, which can be considered a virtual society. Where shall we start to build such an economic system? What are the concerns? What are the next changes after the transition of the charging system of the large-scale online games from time-based charging to "Free+IB" several years ago? The speaker will share the experiences on establishing economic system during the development and operation process of JX Online and JX World, and the thoughts on future development of the charging system in current large-scale online games.

Just Announced
Some Tricks in Building the Economic System for MMO

Philip Reisberger

Feng Tian
CEO and General Manager|Shanghai Jujia Network Technology Co., Ltd.

Since its launch of third-generation business model, Journey 2 has attracted wide attention not only for its 400,000 online players at the peak, but also for the success of the new business model, which has become a hot topic among game players as well as industry insiders. This presentation uses Journey 2 as an example to systematically explain how developers can build an effective economic system. It also covers the evolution of the business model of MMO games, explains the key factors for different phases of game development, shares with the audience how to accurately predict economic trends for game development, and how to create more effective economic system according to the ever changing situations. The speaker also shares the procedures and patterns in creating the economic system for Journey 2, and some tricks employed in the process.

Just Announced
Research on Successful R & D Model of MMO

Peixiong Wang

Peixiong Wang
Director, GM of Woool Game Studio | Shanda Games Limited

The purpose of the speech is to introduce R&D innovation, brand promotion and model improvement of MMORPG via sharing best practices & lessons learned in project Legend of Immortal. The speech mainly focuses on the following:

Adaption from literature into game, and brand promotion;
Emphasis on MMO market segment with micro-innovation focus;
Introduce community-based MMO via Legend of Immortal community;
Introduce open MMO via all platform strategy of Legend of immortal;
Interactive R&D with users.

Trends and Challenges Facing the Next-gen 3D Web Games like Drakensang Online

Philip Reisberger

Philip Reisberger
Chief Games Officer | Bigpoint

Drakensang Online is now the most successful 3D web game developed by Java and in the Diablo art style. Join Bigpoint Chief Games Officer, Philip Reisberger, as he discusses the opportunities and challenges of 3D online game development in regards to Drakensang Online. Attendees will gain insight into how they can develop 3D online games from general streaming strategies, cloud gaming to full control through new engine technology. NEBULA the engine developed by the Drakensang team is the key to quality and performance. High creative competence and discipline are the fundament of the technical streaming solution and the high quality of the graphics. The isometric game play is key for the streaming decision. Discover the importance of integrating high-quality game content that gamers will engage, and learn the advantages (and risks) of expanding a company's game portfolio beyond purely 2D web game titles.

Massively Multiplayer Game Production: From Tiny Teams to Giant Projects

Jeremy Gaffney

Jeremy Gaffney
Executive Producer | Carbine Studios

Are you a producer? Do you want to be a producer? Have you ever worked for a producer and wondered what they were thinking? Learn about how to become a respected and effective producer of triple-A MMO titles with industry veteran Jeremy Gaffney, co-founder of Turbine and now Executive Producer at NCsoft's Carbine Studios. Jeremy will lead a candid discussion about the qualities a good producer should have, some of the challenges MMO producers face during the MMO production life cycle, and how to navigate the studio/developer relationship on the way to - and through - launch.

Double-Coding: Making Online Games for Both the Casual and the Hardcore

Damion Schubert

Damion Schubert
Principle Lead Systems Designer | Bioware Austin

Mainstream success does not mean sacrificing the hardcore for the casual, but understanding the deep, symbiotic between the two markets. Double-coding is a design concept talking about designing games and concepts for both casual and hardcore markets - designing games that are approachable, yet offer depth and aspirational goals. This talk discusses how to straddle that divide, how to rethink what value casuals and hardcore players bring to your online game, how to leverage the hardcore to build your casual market, and how to convert your casual players into online devotees.

Marvel Super Hero Squad Online Postmortem- An MMO For the Whole Family in Under Two Years

Jason Robar

Jason Robar
Vice President | Amazing Society

Marvel Super Hero Squad Online, The Amazing Society's AAA browser-based online game launched in April of 2011. Jason Robar, Studio Manager, the co-founder of the development studio shares his perspective 6 months after launch. Working with Marvel, using Unity3D as the client engine, running a large scale Agile project, capturing the fun in two weeks, launch challenges, and more will be presented. How do you make a game that works for kids and their parents? What key monetization decisions drove the game design and how is it working out 6 months later? The session will be highly interactive, full of humor, war stories and audience participation. Join him as he shares his know-how and passion for creating online games for the whole family, not just the core.

Capturing Children's Attention and Imagination with Investigative Play

Caitlin Feeley

Caitlin Feeley
Project Manager/Designer | MIT Education Arcade

In Vanished, a modified ARG for middle-schoolers, over 6000 players participated in an online community for 8 weeks in order to solve a large-scale scientific mystery. During the game, players were so invested that even when they found cheats, they avoided using them because they cared about the game and the community and were unwilling to ruin the game experience. This session will discuss how we encouraged greater participation, squashing the ARG triangle, set up a complex, cascading mystery, and conducted an online game with children still covered by COPPA, all the while creating an edge-of-your-seat experience.

Building a Multithreaded Web Based Game Engine Using HTML5, CSS3 and JavaScript

Corey Clark

Corey Clark, PhD
Associate Professor | DeVry University

As hardware developers push away from creating faster processors in lieu of multicore architectures, game developers have to leverage multithreading technologies to capitalize on these new devices. With multicore mobile devices, the need for a multithreaded web based game engine is a reality. This talk will discuss design of various multithreaded web engine architectures that allow for dynamically processing request in threads by using a thread controller. Utilizing HTML5 and JavaScript APIs such as WebWorkers, WebSockets, and WebGL allows for a new standard in 3D browser-based games that are full featured, truly cross-platform supporting mobile and desktop devices without plugins.

Fundamental Multiplayer RPG Math

Sara Schubert

Sara Jensen Schubert
Design Lead | KingsIsle Entertainment

RPG-style character stats and progression are now common in all sorts of games, from FPSes to social games. But where do all those numbers come from? Learn to create flexible frameworks for basic RPG systems, like character and NPC attributes, items, cash economies, and experience curves. The lecture will include special emphasis on creating data-driven spreadsheets that allow for easy visualization and iteration of the data.

Designing and Implementing a Satisfying Sword Fight

Michael Chang

Michael Chang
Lead Programmer | Subutai Corporation,
Lead Designer and Programmer | Puny Human Games

Shooting games are firmly established since the dawn of gaming; everyone knows the basic elements, the vocabulary, and techniques in making them. The same can't be said for melee combat, a gameplay genre very much undiscovered aside from the usual beat-em-ups and Shoryukens. This session will explore the various ideas, pitfalls, and solutions in making an engaging third person melee game. Michael Chang shares his experiences building a playable sword fight, from pacing, to camera work, rigging and animating, and hopefully giving the player something unique to play with.

Retain Your Customers by Letting Go: Fixing the Short Term Tactics that Threaten Player Loyalty

Scott Rigby

Scott Rigby
President | Immersyve, Inc.

The churn rate in social & online games is staggering. We often visualize churn as a bucket with holes in it, but in reality, the numbers don’t even justify the existence of the bucket as players pour into one end and out the other. Research indicates that by focusing too much on driving short-term behavior, we actively harm long-term motivation to stay engaged. While we increasingly rely on behavioral metrics to make decisions, we often overlook motivational and psychological data that is critical to success over time. This talk reviews specific techniques for deepening meaningful motivation in the design of social and online games, as well as discussing strategies to collect quantitative motivational metrics alongside behavioral metrics to better gauge success.  Multiple game examples/best practices are discussed, along with strategies for game design and testing.


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Global Game Development Track

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.

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.

Designing Better Levels Through Human Survival Instincts

Chris Totten

Christopher Totten
Professor of Game Design and 3D Animation | Westwood College

The experience of users in a space is something that architects have understood for centuries but which has been lost with the Postmodern focus on building forms. In a work that evolved from his Architecture Masters thesis, game design professor Christopher Totten set out to understand how buildings and games make better user experiences. What he learned was how to make better levels. Through case studies and building analysis, this presentation shows how video game environments can learn from architecture in ways that begin with human survival instincts. Shelter, shadow, shade, and vertigo are all explored to discover how levels can be both thrilling and fun.

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.

How to Succeed in Game Development With Agile/Scrum

Maxwell Peng

Maxwell Peng
Senior Producer | IGS

Agile/Scrum is the fastest growing development way in the industry. By now, many of developers may encounter the challenges in Agile/Scrum. We will talk about the real world challenges we have encountered in game development and the solution we came up with from Sweet Texas hold'em & Planet Legend Online game projects, and how a game studio could start using Agile/Scrum with confidence and minimal risk.

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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Social Games Track

Just Announced
Making RPGs That Stand the Test of Time

Brian Fargo

Brian Fargo
CEO | Leader in Exile

Brian Fargo has been playing and making RPG games since the 1980's and is still making games to this day. He will look back over 3 decades of RPG games that began with the Bard's Tale and Wasteland and eventually onto such hits as Stonekeep, Fallout, Baldur's Gate, and Icewind Dale and most recently with Hunted: The Demon's Forge. Mr. Fargo will discuss his history with Role-playing games and how he approaches each aspect of the game creation. Topics to include storyline, character development, balance and production philosophy. What are the elements you need to make an immersive game that will stand the test of time and have people say "I spent hours playing your game when I was a kid and loved it."

Just Announced
Social Games Development and Operating Experiences in Asia, especially in China and Japan

Patrick Liu

Patrick Liu
CEO | Rekoo

Asia social gaming market is rapidly growing, how to leverage the common cultural background of China and Japan, to develop and operate successful social games in Asian market? Rekoo will elaborate its scalable approach to release and operate popular social games using its "Sunshine" brand series social games.

Just Announced
"Micro" Era for Games

Yunli Liu

Yunli Liu
CEO Assistant and General Manager of Games Department | Sina

The booming of social networks and social games across the global in the past few years has created great numbers of entrepreneurial success stories. However, social games in China grow slowly due to much scattered social networks, undefined government policies and a lack of profit models. This presentation will explain how you can build a real impact for your games in today's China, where microblogging gradually becomes a mainstream form of social media and social network.

Just Announced
Globalization of Social Games: Challenges and Strategies

Binsen Tang

Binsen Tang
CEO | XingCloud & ELEX Technology

In recent years, Chinese social game companies have achieved remarkable results in overseas markets. However, at present, no Chinese game company is able to globally synchronise their updates in 20 different languages. Mr. Binsen Tang will talk from the importance of global synchronization to social game companies. By sharing the experiences and learnings from the games that Elex has developed and operated, he will then illustrate the successful operational cases on minority language platforms, including how to use minimal effort and time to publish social and web games globally, as well as how small and medium game development teams can achieve data-driven operations. Lastly, he will share how game developers can utilize XingCloud's platform to future achieve global synchronization of social game operations.

Just Announced
Getting Social Games to Play Global

Rony Xu

Rony Xu
Chief Product Officer| Happy Elements

Social games' life cycle has always been a controversial topic. How to extend the life cycle of social games and improve the revenue at the same time has been the main concern of social game developers. Haining, from Happy Elements, will share his experience on how to make My Fishbow, the 9th Social Game in Facebook in terms of DAU, operating on Facebook. It has been 2 years and the game is still being played by millions each day all over the world ---the success comes from the continuous update and operations. At the same time, Happy Elements has successfully launched its games globally, on 14 different social networking platforms from such as Facebook, China, Japan and Korea. During today's speech, Haining will share insights on his experience in Facebook, Japan and what it takes to succeed globally.

Building Console-Quality Games on Facebook

Ludovic Bodin

Ludovic Bodin
CEO | CMUNE

With the increase in popularity of social networks such as Facebook and social games, and the development of new technologies such as Unity3D which allows browser-based 3D experiences, gaming companies have an opportunity to shape the next-paradigm in gaming. This session will outline the main opportunities and challenges in building console-quality games on social platforms. We will discuss how CMUNE has faced these challenges and created UberStrike, Facebook #1 3D First Person Shooter and #1 game in 50+ countries on the Mac App Store.

The Smurfs & Co – How to Develop a Successful Facebook Game in China

Richard Tsao

Richard Tsao
Managing Director | Ubisoft Chengdu

The Smurfs & Co is the number one Facebook game developed by Ubisoft reaching a number over 10 million monthly active users. Among its achievements, it became the Number 1 Licensed based game and reached at its peek the Top 25 applications on Facebook. In the presentation, the speaker will illustrate the key factors that determine the success of the game from the point of view of a Ubisoft Studio Managing Director operating in China. The presentation will include topics oriented in recruitment, resource allocation and high level overview on Facebook development, and also other important decisions that ensured the development of the game and its success on Facebook.

The Importance of Multi-Platform for Social Gaming

Randy Lee

Randy Lee
Director of Business Development | CrowdStar

CrowdStar was founded in 2009 and has become a leader in web and mobile social games. With hit game titles such as It Girl, Wasteland Empires, Happy Aquarium, Top Girl, Zombie Universe and others, CrowdStar has tens of millions of players a month enjoying their games. In this session, CrowdStar will talk about the importance and various strategies around expanding their global reach to go multi-platform around the world.

Everything You Need to Know about Facebook Ads: How Much do I Need to Pay to Get 1 Million Players to My Game?

Hussein Fazal

Hussein Fazal
CEO | AdParlor

Buying ads on Facebook is part art and part science. In this talk we will review many important concepts related to Facebook ad buying. We will begin with the basics such as creative rotation and analyzing key metrics such as Click Through Rate (CTR) and Conversion Rate (CVR). We will then discuss the constantly changing supply and demand within the eco-system and narrow in on pricing – looking at the factors that affect the Cost Per Acquisition. Finally – we will put all this together to try and answer the question – how much do I need to pay to get 1 Million players to my game?

Monetizing Social Games: DeNA's Secrets for Success

Kenji Kobayashi

Kenji Kobayashi
Director | DeNA Co., Ltd.

Successful games follow a pattern. It's not enough to have agile leaders who are aware of industry and user trends. Rather, developers must approach game creation from both a developer's and service provider's perspective. Each of DeNA's most popular social games on its Mobage platform generates monthly sales of over 13 million US dollars, and Mobage itself boasts an average revenue per user over ten times greater than that of Zynga's. In this session, we will provide you with a behind-the-scenes peek into the development and operation of our most profitable titles as well as insider tips on how you can make social games successful as "services".

Creating MMO's for Social Platforms

Hendrick Sukardi

Hendrick Sukardi
Executive Producer | Kabam™

Kabam was the first company in North America to develop Facebook games for hardcore gamers and since then has grown to become the segment leader. The company creates massively multiplayer social games (MMSGs), games that combine the deep gameplay found in MMO's with the interaction models found in social games. In this session, the audience will learn about popular SNS features in Kabam games and about critical success factors for developing games on Facebook and beyond.

The Road to HTML5 Games: Challenges and Opportunities (Panel)

HTML5 games and engines are appearing on the horizon, but how far away are they from coming to the mainstream social gaming ecosystem? Is HTML5 just a fad? Is this the right time to focus research and development efforts on HTML5? Will a product development strategy without HTML5 allow your company to continue to thrive in the future? Answers to these questions and more will be fielded by experts versed in web, social, and mobile games from Kabam, RockYou, Pixelmatic, Spil Games, Kano Apps, and GameHouse.

Moderator:
Qi Chen Qi Chen
CEO | Spil Games Asia
Panelists:
Alexander Mendelev Alexander Mendelev
General Manager & Head of Studios | GameHouse
Samson Mow Samson Mow
Founder & CEO | Pixelmatic
Andy Riedel Andy Riedel
Vice President, Mobile | Kabam
Jia Shen Jia Shen
CEO | RockYou Asia
Tim Teh Tim Teh
CEO | Kano Applications Inc.
   

Project Managing a Social Game for the Western Market

Xiaojuan He

Xiaojuan He
Project Manager | Ubisoft Chengdu

The lecture illustrates strong project management practices in developing social games for western countries based on the experience of developing two Facebook games: The Smurfs & Co and Castle & Co, currently ranked as number 1 and number 3 in Ubisoft developed Facebook games. In the presentation, the speaker will provide insight on how to successfully lead the team through different project phases as a project manager, share best practices and lessons learned from the development of the projects as well as insight on what it takes to successfully enter the Facebook market. Special attention will be given to key factors in the production phase of both projects, such as making a western social game with a Chinese production staff, problems encountered throughout development, handling team moral over a very short "crunch mode" development cycle, and post launch operations.


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Independent Games Summit

The Evolving Role of a Publisher in the Mobile Games Market

Kaiser Hwang

Sponsored by ChillingoKaiser Hwang
Head of Marketing | Chillingo

Is the traditional publishing model dead when it comes to mobile games? While many people would say yes, Chillingo is one of the few publishers to have found great success on the App Store and other digital marketplaces. With titles such as Angry Birds and Cut the Rope under its belt, as well as numerous other number-one hits, the publisher has found a system that's been proven to work time and time again. This presentation will cover a wide range of topics including what a publisher can offer, and what it means to be independent in this day and age.

Commercial and Creative Opportunities for Small Companies, Small Teams and Solo Developers

Adam Saltsman
Co-Founder | Semi Secret Software

Independent game maker Adam 'Atomic' Saltsman surveys both the commercial and creative opportunities for small teams and solo developers. Adam will help explain the commercial realities of different platforms at the moment, before exploring underserved possibility spaces for games that are a good fit for small creative collaborations.

From Eden to 4am: My journey from Games to Interactive Art and Sound

Baiyon

Baiyon
Multimedia Artist

Since the release of PixelJunk™ Eden in 2008, independent artist Baiyon has been working together with studio Q-Games towards a new kind of audio visual composer. The soon scheduled for release PixelJunk™ 4am is something truly experimental and unlike anything before it. However treading new territory has forced Baiyon to employ some unconventional methods while directing 4am, in order to achieve its truly unique content. So how did all the parts in 4am come together? The visuals are directed by sound, which is in turn impacted by the player, but how are these all generated? Unique projects often require a unique approach to direction. Listen to Baiyon explain just how this amazing software was conceived and created using a performance video of 4am in action! Gain an insight into 4am's direction and how unique problems were overcome by working together with Q-Games.

Video Games as a Medium for Entertainment & Artistic Expression

Jenova Chen

Jenova Chen
Co-Founder & Creative Director | thatgamecompany

Video game is one of the most commercially successful form of entertainment among the emerging new media aka interactive media. While any media is potentially artistic. For a long period of time video games are treated more like a software or technology industry. Majority of video games have been treated as a product for profit. In this talk you will learn to see and analyze video games from the perspective of a maturing entertainment medium and an art form that is capable of delivering substantial experiences, feelings and messages. And hopefully this unique perspective could inspire you in creating more unique games in the future.

Perhaps a Time of Miracles was at Hand: The Business & Development of #Sworcery

Nathan Vella

Nathan Vella
Co-Founder & Presedent | Capybara Games (Capy)

Sometimes the best decisions are the ones that appear to be the worst on paper. From the beginning, Superbrothers: Sword & Sworcery EP was a woefully risky project that required new approaches to both business & development. This talk will outline and explain the choices made by the team that helped one of the App Store's weirdest games become a critical and financial success. Specifically, the audience will learn how the team handled 'truly collaborative' development, the process of developing a PR 'voice' to promote the game, and how the team mitigated business risk by being as risky as possible.

Maximizing Risk: The Building of Bastion

Amir Rao

Amir Rao
Studio Director | Supergiant Games

In 2009, Amir Rao and Gavin Simon quit their jobs at EA to found Supergiant Games in the living room of a house in San Jose, California. Twenty months later, with a team of seven, Supergiant Games released its debut action role-playing title, Bastion, to critical acclaim and commercial success. This session explores how Supergiant Games formed, grew and created an award-winning downloadable game without taking any funding. It discusses the prototyping process, the production methodology and the conclusions reached from taking the high-risk endeavor of starting your own studio with your own money. This session is intended for anyone who wants to start or alter their own studio to maximize their independence.


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Mobile Games Summit

Win in the World's Top Two Mobile Gaming Markets: The U.S. & China

Jeferson Valadares

Jeferson Valadares
General Manager, Games | Flurry

iOS and Android have changed the landscape of mobile gaming, opening up tremendous new revenue opportunities. China and the U.S. have emerged as the two most important markets. This session reveals what it takes to build hit games in both markets. Flurry analyzed its analytics data set of over 120 thousand applications, tracking over 20 billion user sessions per months to identify the key differences between these markets. This session sheds light on how to approach user behavior, game design and business models, with emphasis on freemium game design, the most dominant business model in gaming today.

Domestic Small Teams Design, Develop and Operate Games for European Markets

Tao Zhao

Tao Zhao
Game Engine Product Manager & Senior Engineer | PapayaMobile

European and American mobile games market with high purchasing power has a large number of users. The network is relatively stable and fast. There are more mature and user-pay system used. For game developers, they are very attractive markets, but for most small teams, it seems far-fetched. Papaya Mobile will share the design, development and operational experience of small teams based on their co-incubation of the games and the team for the European and American market.

5 Keys to Making Mobile Games Inherently Social

David Bluhm

David B. Bluhm
President & CEO | Z2Live

Mobile phones were made to be social, but few developers are implementing truly social and scalable game mechanics into mobile games. Many developers believe that incorporating Apple's Game Center or hooking into a social platform somehow makes their game social. However, real social mobile engagement and activity goes far beyond providing leaderboards, community level achievements or Facebook integration. This presentation will discuss 5 key components mobile developers need to understand to create truly social mobile games and will discuss the development hurdles that need to be overcome to build successful social mobile games.

Doodle Jump - the Story Behind the Legend

Igor Pusenjak

Igor Pušenjak
President & Founder | Lima Sky LLC

Igor Pušenjak, President and Founder of Lima Sky, will talk about the making and marketing of Doodle Jump, one of the top selling iPhone apps of all time and an international runaway hit mobile game.
Through a combination of addictive gameplay, frequent updates, direct communication with players, and employment of social networking tools, Doodle Jump has managed to stay in the Top 25 Paid Apps on the App Store far longer than any other app. This presentation will cover Lima Sky's humble beginnings on the App Store, lessons we've learned, and what Lima Sky is doing today to keep Doodle Jump on top of the charts.

Sharing with Developers the Vision and Ideas to Achieve a Successful Global Mobile Game

Brian Oh

Brian Oh
Senior Publishing & International Marketing Manager | Gamevil

Air Penguin became the most popular game in Apple app store back in April, 2011. The game was published by Gamevil and was developed by a relatively small developer in Korea. During the development process, both companies talked and shared ideas how to make a successful game for both global and Korea market. In this session, we will share how Gamevil is taking a unique approach in working with developers based on our ten year experience in mobile game development. In addition, you will have a chance to understand the status of the Korean mobile game market and get to know the differences from the global market.

The Rise and Rise of Fruit Ninja: Developing, Marketing and Supporting a Hit Mobile Game!

Phil Larsen

Phil Larsen
Chief Marketing Officer | Halfbrick Studios

Join Phil Larsen for an in-depth look at the creation, marketing and evolution of the Fruit Ninja brand. Fruit Ninja is the #1 mobile game in China, has occupied the Top 10 sales charts in over 60 countries since launch and helped establish Australian developer Halfbrick as a leader in the mobile market. Phil will discuss Fruit Ninja’s initial development and success as a hit iPhone game and the decisions Halfbrick has made over the past 18 months to both support the purity of the original concept but also expand the IP in multiple strategic directions.

5MM Users in MyTown: Key Learnings from the #1 Geo-Location Game

Keith Lee

Keith Lee
Co-founder & CEO | Booyah

MyTown has established itself as the largest location-based game in the World with more than 5MM users.  The secret to our success has been bringing real world elements into interactive experiences for our users. Booyah, Inc. has been through an adventure from MyTown, new international versions, and the brand new launch of MyTown 2. The talk will follow our journey and share learnings of what we learned about combining the fun of games and the real world, supported by anecdotal notes and hard data.


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Tutorials

MDA: The Game Design Workshop

Robin Hunicke

Robin Hunicke
Executive Producer | thatgamecompany

This full-day tutorial delivers the best lessons from the annual MDA Game Design workshop. Taught for over 10 years, and consistently rated one of the top sessions of the US conference, this hands-on tutorial teaches you how to analyze, design and improve the games you work on by applying the MDA framework. Participants complete several hands-on exercises, and learn a new vocabulary for describing games and discussing them with co-workers and collaborators - as well as several complete, playable paper games. Regardless of your current title or background (student, designer, artist, programmer, marketing or business person) you will leave the workshop with a better understanding of games, how to talk about them, and to how improve your future games through guided iteration.


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Sponsored Track

Just Announced
Socialized Open Platform: Zero-Cost Plan in iTown

Jinyu Cen

Jinyu Cen
Product Director of Online Game Department | Netease

  1. Introduction of Open Platform
  2. Introduction of iTown
  3. Open of iTown
  4. Community of iTown
  5. Prospect of iTown
  6. Funding Support
  7. How to chose open platform
  8. How to join iTown

Using Game Development Tools to Ensure Efficiency

Cage Lu

Wei Zhang
Technical Director | Beijing Emag Software Co., Ltd

Game Tools, facilitate the developers, designers, artists' division of labour and integration. Excellent tools can significantly shorten the development cycle of iteration, ensure verifying the ideas efficiently and provide low cost amendments. The quality of the tool directly affects the quality of the game. Game developers need to know the tools, which can play a key role in the development operation of mobile games. Discussion on creating high-quality tools note and how to use the tools to better improve the efficiency of the development team.

Expand Your Customer Base: Optimize Games for Intel HD Graphics

Cage Lu
Tim Cong

Cage Lu
Sr. Application Engineer | Intel Corporation
Tim Cong
Game Project Lead | Tencent

Expand your customer base by optimizing your game for Intel 2nd Generation Core CPUs (code name Sandy Bridge) with HD graphics. In this session, we will provide a brief overview of the architecture and graphics APIs that enable stunning graphics and gameplay on Intel’s latest CPUs. Beyond game design, we will look at optimization tools such as the Intel Graphics Performance Analyzer to help fine tune your game. We will look how XuanYuan was optimized for Intel HD graphics, with suggestions to help overcome common performance pitfalls and make your game play well on the PC. Attendees have a chance to win SSD drives or Intel 2nd generation Core CPUs in a lucky draw!

Physics for Massively Multiplayer Online Games

Ross O'Dwyer

Ross O'Dwyer
Worldwide Head of Support | Havok

This session will illustrate how the MMO player experience can be enhanced through modern physics middleware solutions. We will look specifically at the challenges of realtime simulation in dynamic MMO environments and consider how these challenges effect content creation, realtime simulation and character movement in a streaming environment.

Lua Prototyping and Lua Module Extensions for the Havok Vision Engine

Thomas Pollak

Thomas Pollak
Developer | Havok

Giving an overview of Vision's most recent Lua API, which allows scripters and programmers to rapidly build a powerful prototype. The presentation will also cover 'hands on experience' by extending a simple, fully Lua operated prototype. Going on with an introduction on custom Lua modules in Vision using SWIG, which generates C++ wrapper code of your custom entites and components. Finally the lecture shows how to make use of this custom wrapper code and integrate it into Vision and to the presented prototype.

Vision Customer Case Studies

Justin Song

Justin Song
Presales Engineer | Havok

The presentation gives you the idea of what kind of games have been created with vision engine and what kind of technologies, which aspect of vision engine has been used to create a game by a various studios.

From DX11 to Mobile: Development of a Multi-Platform Game Engine

Harry Kim

Harry Kim
Lead Korean Support Engineer | Havok

The rise of mobile platforms has opened up new opportunities for game developers, but at the same time it has created new technological challenges, especially for multi-platform development. Being able to work with a single set of middleware solutions across all targeted platforms - from PC over consoles to mobile devices - reduces risk and shortens development times significantly.

This talk answers the question how platforms with vastly differing performance characteristics, input devices, and screen sizes can be targeted with the same game engine. It explains the challenges Havok/Trinigy faced when porting the Vision Engine from PC and consoles to iOS and Android, and provides insights into the platform-specific solutions we found for rendering, user input, scalability, and scene editing.

Making Waves: How Publishers Leverage Facebook and Comprehensive Services to Help Developers Achieve Global Success

Billy Wong

Billy Wong
Associate Director | 6waves

While most Chinese developers are focused on making games for China, what about the world's largest social network, Facebook? How can developers find the most comprehensive services available to increase their success rates?

This presentation will detail successful case studies and reveal recent innovations in Facebook gaming.  We will also share updates on new tools and the latest developer resources available to social and mobile gaming companies.

The Planning and Design of Serious Games

Huamin Li

Huamin Li
Deputy Director of Operating Simulation Dept. | Crystal Digital Technology Co. Ltd (Shanghai)

How serious games learn roles, scene, and mission systems from traditional games, explore the balance design between seriousness and entertainment.


Different Health Games, Different Approaches

Michaël Bas

Michaël Bas
CEO | Ranj Serious Games

Within the Health Care Business different problems arise. Will the Health Care, as we know it, be sustainable? Can we afford the growing costs of a population that is getting increasingly older? Serious games might be an answer to some of the issues. But not for all. To distinguish what problem to tackle with what specific game mechanics is not simple. A lot is still unknown. Research is needed.

And how should serious gaming be implemented? As a paid service? As an educational tool? As part of the medication? Serious games for Health is still a brand new terrain that asks for brand new and innovative ideas.

In his speech, Michael Bas, will talk about these issues and will show several games made by Ranj serious games over the years.

Build a Pan-game Industry Circle Basing on Openness and Cooperation

Gang Wang

Gang Wang
China Mobile Group Jiangsu Co., Ltd.

Game Base introduces game development ideas, highlights and achievements.

Based on the concept of open and innovative cooperation, Game Base embraces wide partnership with industry players, supports the growth of cultural and entertainment industry, and aims to build a healthy game industry to achieve growth for all.

Panel: The Application and Development of Serious Games

  1. Understanding of Serious Game Industry
  2. Case Sharing in the field of Serious Games
  3. Understading in how to make profit in Serous Games
  4. Market Expectation from guests of honors to Serous Games
Moderator:
Haiyong Ma Haiyong Ma
Vice-president & Secretary General | Shanghai Information Services Association
Panelists:
Qiuping Yang Qiuping Yang
Director | Xuhui Soft Base
Vivian Wang Vivian Wang
Vice Manager | Shanghai e-Generation Network Technology
Qi Wang Qi Wang
General Manager | Shanghai Online Information Technology Co., Ltd
Areil Cai Areil Cai
Business Director of Greater China Area | Crytek GmbH
Sky Li Sky Li
Vice President | WuXi Giant Network Technology, Inc
Li Yu Li Yu
GianTown-Tek; Boarder & VP | TOSE Software (Shanghai) Co., Ltd. and TOSE Software (Hangzhou) Co., Ltd


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


Endorsing Units:
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UBM
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Hong Kong Productivity Council (HKPC)
Hong Kong Cyberport
Taipei Computer Association (TCA)
Singapore Game Exchange Alliance (GXA)

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