Austin Game Developers September 15-17, 2008 Austin Convention Center Austin TX
 Austin GDC Weblog

« Austin GDC Audio is ''Breaking Out of the Loop'' | Main | Writers Blog: ''The Future of Storytelling in Games'' »

Online Games: Breaking Down Barriers

Welcome back to Austin!

For 2008, Austin GDC covers all you need to know in Business & Marketing, Design, Social Networking & Community, and Technology & Services. With over 100 sessions in addition to the Worlds in Motion Summit and Independent Games Festival it can be hard to know where to start.

We asked advisory board members Corey Bridges (Multiverse), and Jessica Mulligan (ImaginVenture SA) which sessions they can't wait to attend this September.

Corey Bridges' Top Five Picks

1. 10 Key Ingredients for a Successful Social Game
2. Endgame: How to Build High-End Gameplay for Your Most Devoted Players
3. Designing for Player Sociability
4. Evolving Business for MMOs
5. Reaching Beyond WOW: Facebook and the Keys to Social Play

Jessica Mulligan's ''Must See'' Sessions

Comparing Virtual Property Models - A Business and Legal Perspective

Mulligan's Take: Whether you think it is a good thing or bad, the buying and selling of in-game items is here to stay and the government keeps making noises about regulating it. Greg Boyd is one of the most experienced lawyers we have looking at the subject; this is where you can get the straight skinny about what both business leaders and lawmakers are thinking.

Emerging Market: India, Challenges & Pitfalls

Mulligan's Take: Everyone agrees that India is the next China, a huge market just waiting to explode. Sumeet is well-versed in the market; you can expect a lot of excellent information and advice here, if you're interested in approaching India as a market for your online game.

From Development to Launch: the Keys to Building a Successful Free-to-Play MMO


Mulligan's Take: No one knows the free-to-play market better than Nexon; their game 'Maple Story' is one of the huge successes over the past decade. If you're looking at entering that market, why wouldn't you want to listen to one of their executives tell you the right way to develop one?

Measuring & Metrics: The Online Gaming Audience

Muligan's Take: Who is the audience for your game? That is the first question that I ask my new clients and over half them of really have no idea. Mr. Hunter is the director of Gaming Solutions for comScore; this one promises to deliver juicy details about audiences, behavior and trends.

Pirates of the Burning Sea: A Post-Partum

Mulligan's Take: Whether you are an indy like Joe or working on an online game for a large publisher, the lessons of someone else's development and launch experience can save you time, trouble and money. This one should be on your list, whether you've never launched an MMO or launched several.

Check Back soon for more from the Advisory Board.

Post a comment

(If you haven't left a comment here before, you may need to be approved by the site owner before your comment will appear. Until then, it won't appear on the entry. Thanks for waiting.)

 
Copyright © 2008 Think Services, a Division of United Business Media LLC. All rights reserved.
Privacy Policy | Terms Of Service | Webmaster