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A New Way to Approach Media & Content Creators: Using Discord for AAA and Indie Games

链接:https://schedule.gdconf.com/session/a-new-way-to-approach-media-and-content-creators-using-discord-for-aaa-and-indie-games/907629

作者:Enrique Garcia  (Senior Communication Manager, ICO)

In this session, attendees will be introduced to new communication tools to help them design a successful game launch campaign. The session will cover several tactics across multiple marketing channels, including examples drawn from campaigns the speaker has worked on, like Baldur's Gate 3, Nightingale, Solium Infernum, and The Operator.After covering an informative introduction to new communication tools, the session will move to its relation to practical approaches, and how they can be applied to titles of all sizes. Real-world examples and statistics will help contextualize these explanations and anchor them in real case studies, including using Discord as a communication platform. The session will then explore key channels such as PR, and influencers in depth. Practical guidance on using these new tactics for campaigns and averting common pitfalls will be a big focus, ultimately equipping attendees with actionable insights for decision-making on their own campaigns.

在本场会议中,与会者将了解新的沟通工具,以帮助他们设计一个成功的游戏发布活动。会议将涵盖多个营销渠道的各种策略,并包括演讲者参与过的活动示例,如《博德之门3》、《夜莺》、《炼狱统治者》和《操作员》。在介绍了新的沟通工具之后,会议将进一步探讨这些工具如何应用于各种规模的游戏标题的实际方法中。真实世界的案例和统计数据将有助于解释并将其锚定在实际案例研究中,包括使用Discord作为沟通平台。随后,会议将深入探讨关键渠道,例如公关和意见领袖。实用指南将重点放在如何运用这些新策略进行活动策划以及避免常见陷阱,最终使与会者能够获得可操作的见解,以便在其自身的活动中做出决策。

AI Tools, IP Rules: Who Owns the Content?

链接:https://schedule.gdconf.com/session/ai-tools-ip-rules-who-owns-the-content/907887

作者:David Kocan  (Video Game Lawyer, Nixon Peabody, LLP)

The future of game development is AI. Developers have access to an increasing number of different AI tools to assist them in generating a host of elements of games, from art and graphics, music, sound effects, characters, and storylines to actual code, 3d objects, and game maps. But with these new tools comes complicated new IP issues. This session will examine the legal complexities surrounding the ownership of AI-generated game elements, including the potential for disputes over copyright and the implications for player agency in-game elements.

游戏开发的未来是人工智能。开发者们现在可以使用越来越多的不同的人工智能工具来帮助他们生成各种游戏元素,从艺术和图形、音乐、音效、角色和剧情到实际的代码、3D物体和游戏地图。但这些新工具也带来了复杂的知识产权问题。本次会议将探讨与人工智能生成的游戏元素所有权相关的法律复杂性,包括版权纠纷的可能性以及这些元素在游戏中对玩家自主性的影响。

Are You Missing 10% of the Market?

链接:https://schedule.gdconf.com/session/are-you-missing-10-of-the-market/907285

作者:Elina Arponen  (CEO, Co-Founder, Quicksave Interactive)

In this talk, Elina Arponen presents the realities of what it is to develop games for the fast moving HTML5 games market. She shows practical examples from both the advantages and disadvantages of the sector, especially when it comes to business viability and the trinity of acquisition-retention-monetization. Actual technical development of a web/HTML5/WebGL based game is only briefly touched upon. The presentation also covers the current state (and bit of the history!) of the available HTML5 game distribution platforms. These distribution platforms have a major role in shaping up the market. At the end overall market size, growth and main drivers are discussed.

在这次演讲中,艾莉娜·阿尔波宁介绍了为快速发展的HTML5游戏市场开发游戏的真实情况。她展示了该行业优势和劣势的实际案例,特别是在业务可行性和获取-留存-货币化三要素方面。网页/HTML5/WebGL游戏的实际技术开发仅简要涉及。演讲还涵盖了目前可用的HTML5游戏分发平台的现状(以及一些历史!)。这些分发平台在塑造市场方面起着重要作用。最后,讨论了整体市场规模、增长和主要驱动因素。

Ask Game Lawyers Anything Roundtable Day 1

链接:https://schedule.gdconf.com/session/ask-game-lawyers-anything-roundtable-day-1/907305

作者:Ryan Black  (Partner; Global Pillar Co-Lead: Video Games and Interactive Entertainment, DLA Piper (Canada) LLP)、Brandon Huffman  (Managing Attorney, Odin Law and Media)、Angelo Alcid  (Senior Corporate Counsel, Gaming, Microsoft Corp.)、Yan Perng  (Counsel, Games Legal, Netflix)

This roundtable session allows you to ask any burning legal questions* you may have from a group of industry lawyers.

This is a group of video game and esports enthusiasts who happen to be lawyers. They met at PAX, GDC and other video game and lawyer conventions (yes, video game lawyer conventions are a thing) and have been speaking for years about legal topics near and dear to our favourite digital pastime. The topics to be discussed if nobody's brave: influencer advertising; loot boxes; IP law; corp stuff; the rise of AI; web3; trademarks and other intellectual property; but we'd love to answer YOUR questions and give out legal info on video game and law topics.

  • The speakers can't give specific legal advice; and aren't insured for that! Use hypotheticals, people! Of course there's a disclaimer here... we are lawyers, after all.

这次圆桌会议环节允许你向一群行业律师提出你可能遇到的任何紧迫的法律问题*。

这是一群恰好是律师的视频游戏和电子竞技爱好者。他们在PAX、GDC和其他视频游戏及律师 convention(大会)上相遇(是的,视频游戏律师大会确实存在),多年来一直在讨论与我们喜爱的数字娱乐紧密相关的法律话题。如果没有人勇敢提问,我们将讨论以下主题:影响者广告;战利品箱;知识产权法;公司事务;人工智能的兴起;web3;商标及其他知识产权;但我们会很乐意回答你的问题,并提供关于视频游戏和法律话题的法律信息。

  • 演讲者不能提供具体的法律建议;而且他们对此没有保险!请使用假设性情景,人们!当然这里会有免责声明……毕竟我们是律师。

Ask Game Lawyers Anything Roundtable Day 2

链接:https://schedule.gdconf.com/session/ask-game-lawyers-anything-roundtable-day-2/911320

作者:Ryan Black  (Partner; Chair, EGVC, DLA Piper (Canada) LLP)、Micaela Mantegna  (Abogamer, Berkman Klein Center for Internet & Society at Harvard University)、Brandon Huffman  (Managing Attorney, Odin Law and Media)、Angelo Alcid  (Senior Corporate Counsel, Gaming, Microsoft Corp.)、Yan Perng  (Counsel, Games Legal, Netflix)

This roundtable session allows you to ask any burning legal questions* you may have from a group of industry lawyers.This is a group of video game and esports enthusiasts who happen to be lawyers. They met at PAX, GDC and other video game and lawyer conventions (yes, video game lawyer conventions are a thing) and have been speaking for years about legal topics near and dear to our favourite digital pastime. The topics to be discussed if nobody's brave: influencer advertising; loot boxes; IP law; corp stuff; the rise of AI; web3; trademarks and other intellectual property; but we'd love to answer YOUR questions and give out legal info on video game and law topics.* The speakers can't give specific legal advice; and aren't insured for that! Use hypotheticals, people! Of course there's a disclaimer here... we are lawyers, after all.

本次圆桌会议允许您向一群行业律师提出您可能遇到的任何紧迫的法律问题*。这是一群恰好是律师的视频游戏和电子竞技爱好者。他们在PAX、GDC和其他视频游戏及律师 convention(大会)上相遇(是的,视频游戏律师大会确实存在),并且多年来一直在讨论与我们喜爱的数字娱乐紧密相关的法律话题。如果没有人勇敢提问,我们将讨论以下主题:影响者广告;战利品箱;知识产权法;公司事务;人工智能的崛起;web3;商标及其他知识产权;但我们非常乐意回答您的问题,并提供关于视频游戏和法律话题的法律信息。*演讲者不能提供具体的法律建议;他们也没有为此投保!请使用假设性的情况来提问吧!当然这里有一个免责声明……毕竟我们是律师。

Ask Game Lawyers Anything Roundtable Day 3

链接:https://schedule.gdconf.com/session/ask-game-lawyers-anything-roundtable-day-3/911321

作者:Ryan Black  (Partner; Chair, EGVC, DLA Piper (Canada) LLP)、Micaela Mantegna  (Abogamer, Berkman Klein Center for Internet & Society at Harvard University)、Brandon Huffman  (Managing Attorney, Odin Law and Media)、Angelo Alcid  (Senior Corporate Counsel, Gaming, Microsoft Corp.)、Yan Perng  (Counsel, Games Legal, Netflix)

This roundtable session allows you to ask any burning legal questions* you may have from a group of industry lawyers.This is a group of video game and esports enthusiasts who happen to be lawyers. They met at PAX, GDC and other video game and lawyer conventions (yes, video game lawyer conventions are a thing) and have been speaking for years about legal topics near and dear to our favourite digital pastime. The topics to be discussed if nobody's brave: influencer advertising; loot boxes; IP law; corp stuff; the rise of AI; web3; trademarks and other intellectual property; but we'd love to answer YOUR questions and give out legal info on video game and law topics.* The speakers can't give specific legal advice; and aren't insured for that! Use hypotheticals, people! Of course there's a disclaimer here... we are lawyers, after all.

本次圆桌会议环节允许你向一群行业律师提出你可能遇到的任何紧迫的法律问题*。这是一群碰巧也是律师的电子游戏和电子竞技爱好者。他们在PAX、GDC和其他电子游戏及律师 convention(大会)上相遇(是的,电子游戏律师大会确实存在),多年来一直在讨论与我们喜爱的数字娱乐紧密相关的法律话题。如果没有人勇敢提问,我们将讨论以下主题:影响者广告;战利品箱;知识产权法;公司事务;人工智能的兴起;web3;商标及其他知识产权;但我们非常乐意回答你的问题,并提供关于电子游戏和法律话题的法律信息。*演讲者不能提供具体的法律建议;他们也没有为此投保!请使用假设性的情况来提问吧!当然,这里有一个免责声明……毕竟我们是律师。

Beating the Competition: Competitive Intelligence in Gaming

链接:https://schedule.gdconf.com/session/beating-the-competition-competitive-intelligence-in-gaming/906733

作者:Aliaksandr Nenadavets  (Director of Market & Competitive Intelligence, SciPlay)

Competitive Intelligence (CI) is surprisingly uncommon in video gaming companies, yet it is crucial for their success. Many studios focus on creative development and technical innovation, often overlooking the strategic advantage that CI can provide. This gap leaves them vulnerable to market shifts and competitor strategies that could significantly impact their profitability and market position.

CI involves systematically gathering and analyzing information about competitors, market trends, and consumer preferences. In an industry as dynamic and fast-paced as gaming, this intelligence can mean the difference between leading the market and lagging behind. It allows companies to anticipate competitor moves, identify emerging opportunities, and make informed decisions that enhance their competitive edge.

Despite its importance, CI is underutilized in the gaming sector. Many companies lack dedicated CI teams or rely on ad hoc efforts that fail to capture the full scope of competitive dynamics. This oversight can lead to missed opportunities, strategic missteps, and ultimately, financial losses.

竞争情报(CI)在视频游戏公司中出人意料地不常见,但它对公司的成功至关重要。许多工作室专注于创意开发和技术革新,往往忽视了CI可以提供的战略优势。这种差距使他们容易受到市场变化和竞争对手策略的影响,这些因素可能会显著影响他们的盈利能力和市场地位。

CI 涉及系统地收集和分析有关竞争对手、市场趋势和消费者偏好的信息。在像游戏行业这样动态且快节奏的行业中,这些情报可能意味着领导市场与落后之间的区别。它使公司能够预测竞争对手的动作,识别新兴机会,并做出增强其竞争优势的明智决策。

尽管CI非常重要,但在游戏领域中却未得到充分利用。许多公司缺乏专门的CI团队,或者依赖于零散的努力,这些努力无法全面捕捉竞争动态的全貌。这种疏忽可能导致错失机会、战略失误,最终导致经济损失。

Building the Perfect Vertical Slice: Essential Strategies for Developers

链接:https://schedule.gdconf.com/session/building-the-perfect-vertical-slice-essential-strategies-for-developers/907576

作者:Aaron Ludlow  (Product Director, Playstack)

Standing out in an increasingly crowded game market is one of the biggest challenges facing developers today; securing a publishing deal can be the key to a game's success.

Join Aaron Ludlow, Product Director at Playstack, publishers of hit indie games Balatro and Abiotic Factor, for an insight-packed session on creating the perfect vertical slice, which are becoming more important than ever to grab the attention of potential publishers!.

Drawing from years of experience evaluating hundreds of vertical slices as well as planning and managing his own, Aaron will guide you through the essentials of planning, designing, and presenting a vertical slice that stands out. Learn about common pitfalls to avoid, how to choose the best content to highlight, and techniques to ensure your slice is polished and compelling.

在日益拥挤的游戏市场中脱颖而出是当今开发者面临的最大挑战之一;获得发行商协议可能是游戏成功的关键。

加入Playstack的产品总监Aaron Ludlow,他是热门独立游戏《Balatro》和《Abiotic Factor》的发行者,参加这场内容丰富的研讨会,了解如何创建完美的垂直切片,这对于吸引潜在发行商的注意变得比以往任何时候都更加重要!

基于多年评估数百个垂直切片以及规划和管理自己的垂直切片的经验,Aaron将引导你了解计划、设计和展示一个引人注目的垂直切片的基本要素。学习如何避免常见的陷阱,选择最佳内容进行展示,以及确保你的切片完美且具有吸引力的技术。

Community Management Summit: 'Aggro' Your Community Manager

链接:https://schedule.gdconf.com/session/community-management-summit-aggro-your-community-manager/908969

作者:Paige Wilson  (Community Manager, AGGRO CRAB)

Another Crab's Treasure was a marketing success in the eyes of many indies in 2024. But the reasoning behind this is not from one person alone. Paige, the Community Manager for AGGRO CRAB, will discuss how the entire AGGRO CRAB team invested time into the marketing campaign for their souls like crab game. From development tools, to team collaborations that created viral marketing beats like adding a gun to the game (no really, we actually did that) - Paige will share the marketing strategy over the past 2.5 years that gave them over 100 million views, 600,000+ followers and countless opportunities... all from the support of the entire development team.

《Another Crab's Treasure》在许多独立游戏开发者的眼中于2024年取得了营销上的成功。但这一成功的背后并非仅由一人之力促成。Paige,AGGRO CRAB的游戏社区经理,将讨论整个AGGRO CRAB团队如何投入时间在其灵魂蟹类游戏的营销活动中。从开发工具的使用,到团队协作创造出像在游戏中添加枪械这样能够引发病毒式传播的营销内容(真的,我们确实这么做了)——Paige将会分享过去2.5年来他们的营销策略,这一策略为他们带来了超过1亿次的观看量、60万以上的关注者以及无数的机会……这一切都得益于整个开发团队的支持。

Community Management Summit: A 'Palworld' Roller Coaster: Surviving the Drop

链接:https://schedule.gdconf.com/session/community-management-summit-a-palworld-roller-coaster-surviving-the-drop/908223

作者:John Buckley  (Communications Director / Publishing Manager, Pocketpair)

Palworld, the breakout hit of 2024, took both the gaming world and its developers, Pocketpair, by surprise. John "Bucky" Buckley found himself managing a massive community of nearly 25 million players, all while facing intense media scrutiny, allegations, and accusations. As a small indie studio with only a few dozen employees, Pocketpair was unprepared for the overwhelming attention Palworld received. They had to act swiftly to prevent the sudden influx of attention from disrupting development and impacting the team's workflow.

In this session, John will share his experience navigating Palworld's launch, detailing how he handled the challenges of overseeing a viral community while protecting the development team from online abuse.

Palworld,这款2024年的爆款游戏,让游戏界乃至其开发商Pocketpair都感到意外。约翰“巴奇”巴克利发现自己在管理一个庞大的近2500万玩家的社区,同时还要面对媒体的严格审查、各种指控和指责。作为一家只有几十名员工的小型独立工作室,Pocketpair完全没有准备好应对Palworld所获得的巨大关注。他们必须迅速采取行动,以防止突如其来的关注扰乱开发进程并影响团队的工作流程。

在本次会议中,约翰将分享他在Palworld发布过程中所经历的经验,详细说明他是如何应对管理病毒式社区的挑战,同时保护开发团队免受网络滥用的侵害。

Community Management Summit: Oh No! Your Post Reached the Wrong Audience

链接:https://schedule.gdconf.com/session/community-management-summit-oh-no-your-post-reached-the-wrong-audience/908359

作者:Bryce Riley  (Associate Social Media Manager, Action Adventure, Electronic Arts)

As community and social media managers, our jobs are a paradox: we want to grow the communities we manage, meaning that we must reach outside our core fanbase and speak to a broader audience. But in doing so, we run the risk of our posts reaching the wrong people, which in turn generates more toxicity – a phenomenon known as Context Collapse. In this lecture, we'll learn a bit more about what Context Collapse is, its effects on social media audiences, and how to mitigate it as we grow our online presence. We'll also dive deeper into solutions used by Dragon Age: The Veilguard, where the social and community teams grew their channels by finding opportunities to create smaller digital spaces.

作为社区和社交媒体管理人员,我们的工作充满矛盾:我们希望扩大我们管理的社区,这意味着我们必须走出我们的核心粉丝群体,与更广泛的受众交流。但这样一来,我们可能会冒着帖子被错误的人看到的风险,进而产生更多的负面行为——这种现象被称为“情境崩溃”。在这次讲座中,我们将更多地了解什么是情境崩溃,它对社交媒体受众的影响,以及如何在扩展我们的在线影响力时减轻这种情况。我们还将深入探讨《龙腾世纪:屏障卫士》(Dragon Age: The Veilguard)团队所采用的解决方案,在这里,社交和社区团队通过寻找机会创建更小的数字空间来扩展他们的渠道。

Community Management Summit: Rise of a Cult: Impact of Community on Unreleased Games

链接:https://schedule.gdconf.com/session/community-management-summit-rise-of-a-cult-impact-of-community-on-unreleased-games/908977

作者:Karan Chhabra  (Associate Director - Community, SuperGaming)

In this session, Karan Chhabra - SuperGaming's Associate Director of Community explores the powerful impact a dedicated community can have on an unreleased game, using Indus Battle Royale as a case study. Attendees will discover how the team built a 300,000+ player base before launch, leveraging Discord, exclusive beta access, and referral programs to drive organic growth. The talk covers how community-driven development accelerated game iteration cycles by 30% and led to faster, more relevant gameplay updates. Through programs like Indus Insiders and Indus Prime Squad, the community not only shaped the game but also created career paths for players as ambassadors and content creators. This session offers practical strategies for developers looking to harness their community's potential to enhance game development and marketing momentum before release.

本场会议中,SuperGaming的社区副主管Karan Chhabra将以Indus Battle Royale作为案例研究,探讨一个专注的游戏社区对未发布游戏的强大影响力。与会者将了解到团队如何在发布前就建立起超过30万玩家的基础,通过利用Discord、独家Beta测试权限和推荐计划来推动有机增长。演讲涵盖了社区驱动的开发如何加速了游戏迭代周期30%,并促进了更快、更贴合需求的游戏更新。通过Indus Insiders和Indus Prime Squad等项目,社区不仅塑造了游戏,还为玩家创造了成为大使和内容创作者的职业路径。本场会议为开发者提供了实用策略,帮助他们在游戏发布前充分利用社区潜力,以增强游戏开发和市场推广的动力。

Community Management Summit: Social Media Microtalks: Authenticity from You and the Business "We"

链接:https://schedule.gdconf.com/session/community-management-summit-social-media-microtalks-authenticity-from-you-and-the-business-we/909043

作者:Cindy Tran  (Social Media Manager, Obsidian Entertainment)、Antonio Cara  (Director of Community, DeNA Corp.)、Harper Jay MacIntyre  (Content and Community Manager, Double Fine Productions Inc)、Livvy Hall  (Community Director, Xbox Game Studios Publishing)、Megan Spurr  (Senior Xbox Game Pass Social Media Manager, Microsoft)

Lets talk about the games, the business, and you!

In this session, the speakers will discuss the successes and challenges of creating authentic experiences for online users engaging with an intellectual property or business. The panel will also provide an overview of multiplatform communication tactics and social media management tools used to drive community engagement across various channels. Gain inspiration and insights from our speakers that will help you plan and pivot your campaign strategies and learn the best practices to protect your mental health.

Discover the effective approaches and potential pitfalls of representing a business, presented by our panel of industry experts: Megan Spurr (Microsoft), Livvy Hall (Xbox Game Studios Publishing), Harper Jay MacIntyre (Double Fine Productions Inc), Antonio Cara (DeNA Corp.), and Cindy Tran (Obsidian Entertainment).

让我们来谈谈游戏、商业和你!

在本次会议中,演讲者将讨论为在线用户创建基于知识产权或商业的真实体验的成功与挑战。小组还将概述用于推动不同渠道社区参与的多平台沟通策略和社会媒体管理工具。从我们的演讲者那里获得灵感和见解,这些将帮助你规划和调整你的活动策略,并学习保护心理健康的最佳实践。

了解由我们行业专家小组展示的企业代表的有效方法和潜在陷阱:梅根·斯普尔(微软)、利薇·霍尔(Xbox游戏工作室出版)、哈珀·杰·麦金泰尔(双倍疯狂制作公司)、安东尼奥·卡拉(迪纳公司)和辛迪·特兰(Obsidian娱乐)。

Community Management Summit: What to Do When Your Community Is Journalists

链接:https://schedule.gdconf.com/session/community-management-summit-what-to-do-when-your-community-is-journalists/909416

作者:James Bartholomeou  (Senior Account Manager, Renaissance PR)

James Bartholomeou walks you through the best ways to apply community management tactics to engage members of the press. From creating press discords to introducing your fandoms to journalists, you'll discover what it is most effective in drawing their attention, what gets the best results, and what works best for journalists when covering your games, all through the lens of a community management perspective.

詹姆斯·巴塞洛梅带您了解将社区管理策略应用于吸引媒体成员的最佳方式。从创建新闻媒体专属的Discord服务器到向粉丝介绍记者,您将发现哪些方法最有效吸引他们的注意,哪些能获得最佳效果,以及在报道您的游戏时,哪些措施对记者来说最为有效,所有这些都是从社区管理的角度出发的。

Community Management Summit:Graphic Design 101 for Community Managers

链接:https://schedule.gdconf.com/session/community-management-summitgraphic-design-101-for-community-managers/909396

作者:Catherine Litvaitis  (Community and Marketing Consultant, Independent)

How many times has this happened to you? You're a community manager applying for a job, but the company's asking you to make graphics and videos for social media. The only problem: content creation requires a skill set that's entirely different from the communication-heavy tasks of a community manager!

"Graphic Design 101 for Community Managers" is a talk designed to fill that skills gap. Learn about graphic design principles, their link with marketing, and how to create statics and videos that make your brand shine. This talk will also highlight real-world tactics popular brands use to make their games stand out visually in the ever-competitive social media landscape.

这种情况发生过多少次了?你作为一名社区经理正在申请工作,但公司却要求你为社交媒体制作图形和视频。唯一的问题是:内容创作需要的技能组合与社区经理所擅长的沟通密集型任务完全不同!

“社区经理的平面设计基础”是一个旨在填补这一技能缺口的讲座。了解平面设计原则、它们与市场营销的联系,以及如何创建静态图像和视频来提升你的品牌。本次讲座还将强调受欢迎的品牌在现实世界中使用的策略,以使他们的游戏在竞争激烈的社交媒体环境中脱颖而出。

Cosplaying Games: Exploring the Culture from Character Design to Marketing

链接:https://schedule.gdconf.com/session/cosplaying-games-exploring-the-culture-from-character-design-to-marketing/907702

作者:Lisa Kneidl  (Senior Communications Manager, ICO Partners)

In this session, Lisa will explore the symbiotic relationship between cosplay and the games industry. Topics include character design considerations, creating marketing materials tailored for cosplayers, expected costs, and budget-friendly strategies for creative marketing.

The lecture will feature projects Lisa has worked on through ICO's creative partnerships, such as Baldur's Gate 3, Tunic, and En Garde!, along with other notable examples. Drawing from her experience as a cosplayer, Lisa will offer detailed insights into both sides of the industry.

Structure:

  • Introduction to cosplay

  • Fashion in video games and designing "cosplayable" characters: Analyzing iconic costume designs and their appeal.

  • Supporting cosplayers as developers: Providing helpful resources like cosplay guides, 360-degree character views, and detailed screenshots.

  • Collaborating with cosplayers: Budgeting for costumes, understanding costs, and realistic lead times.

By the end, attendees will understand how to leverage cosplay to enhance their games and community engagement.

在本节中,Lisa 将探讨角色扮演(Cosplay)与游戏行业之间的共生关系。主题包括角色设计考虑因素、为角色扮演者量身定制营销材料、预期成本以及创意营销的经济策略。

讲座将展示 Lisa 在 ICO 创意合作伙伴项目中参与的工作,例如《博德之门3》、《Tunic》和《En Garde!》,以及其他著名案例。结合她作为角色扮演者的经验,Lisa 将深入剖析行业的两个方面。

结构:

  • 角色扮演简介

  • 电子游戏中的人物造型及设计“可扮演”的角色:分析标志性服装设计及其吸引力。

  • 作为开发者支持角色扮演者:提供有用的资源,如角色扮演指南、360度角色视图和详细的截图。

  • 与角色扮演者合作:为服装预算、理解成本以及实际准备时间。

通过本节内容,参与者将了解如何利用角色扮演来提升他们的游戏和社区参与度。

Creating Long-Term, Sustainable Franchises

链接:https://schedule.gdconf.com/session/creating-long-term-sustainable-franchises/907132

作者:Marco Alessandro Minoli  (Director of Publishing, Slitherine)

Financial sustainability is hard work and requires a lot of focus on elements that the gaming industry often ignores. The attention to KPIs, such as awareness, wish lists, followers, and sales is the starting point of a lecture that analyzes in-depth the impact of various marketing and comms activities towards the success of a game, both at launch and during its potentially very long lifetime. With the help of actual data and following the cycle of five different game franchises, Slitherine gives a thorough breakdown of what helped it become one of the most successful publishing companies in the UK.

财务可持续性是一项艰苦的工作,需要重点关注游戏行业经常忽视的要素。对关键绩效指标(KPIs)的关注,如知名度、愿望清单、关注者和销售额,是讲座的起点,该讲座深入分析了各种营销和传播活动对游戏成功的影响,无论是在发布时还是在其可能非常长的生命周期内。通过实际数据并遵循五个不同游戏特许经营权的周期,Slitherine 对其成为英国最成功的出版公司之一的原因进行了全面剖析。

Discord For Game Devs: Build Where The World Plays (Presented by Discord)

链接:https://schedule.gdconf.com/session/discord-for-game-devs-build-where-the-world-plays-presented-by-discord/911385

作者:Jason Citron  (CEO and Co-Founder, Discord)、Tom Jacques  (VP of Engineering, Discord)、Emory Irpan  (Group Product Manager, Discord)、Sally Huang  (Sr. Director of Product, Discord)

With a thriving community of 200 million MAU spending over 1.5+ billion hours gaming each month, the heartbeat of games lives on Discord. Join us for a look at the latest and greatest on all the ways we are investing in and enabling game developers to tap into the power of the platform to fuel the growth of their game.

在一个拥有2亿月活跃用户(MAU)并在每月花费超过15亿小时玩游戏的蓬勃发展的社区中,游戏的心跳在Discord上持续跳动。加入我们,一起了解我们在各个方面的最新进展和最佳实践,这些方面我们正在投资并赋能游戏开发者,以利用平台的力量推动他们游戏的增长。

Economic Policy and Ecosystem Workshop

链接:https://schedule.gdconf.com/session/economic-policy-and-ecosystem-workshop/910970

作者:Jason Della Rocca  (Co-Founder, Execution Labs)、Kristian Roberts  (CEO & Managing Director, Nordicity)、Per Stromback  (Managing Director, Dataspelsbranschen)、Hugo Obi  (Founder & CEO, Maliyo Games)、Chantelle Cole  (Programme Director, NZ On Air)、Rik Leenknegt  (General Manager, Flanders Game Hub)、Rodrigo Carneiro  (Head of Accelerator, AbraGames)

The game industry is an engine of economic opportunity. Success can come from anywhere! Governments around the world are eager to encourage the creation of game-related jobs, businesses and IP. This workshop will explore how governments, economic development agencies, and industry associations can work together to support the growth of their local industry and set investment policies and strategies that make a true, lasting impact. The workshop will be conducted in a hands-on format, incorporating expert lectures, practical case studies, and interactive group sessions.

Particular attention will be given to understanding the developer journey – from raw talent to a scaling studio. It will explore how to identify ecosystem gaps that unintentionally serve as offramps for both talent and companies. We will also explore the global shift to evidence-based investing and the critical impact that has on regional funding and support schemes, as well as look at outcomes of various support strategies.

游戏行业是经济机遇的引擎。成功可能来自任何地方!世界各地的政府都热衷于鼓励与游戏相关的工作岗位、企业及知识产权的创造。本次研讨会将探讨政府、经济发展机构和行业协会如何合作以支持本地产业的发展,并制定能够产生真正且持久影响的投资政策和策略。研讨会将以实践形式进行,包括专家讲座、实用案例研究和互动小组讨论。

特别关注将放在理解开发者的职业路径——从原始人才成长为规模化的工作室。我们将探讨如何识别生态系统中的缺口,这些缺口无意中成为了人才和公司发展的障碍。我们还将探讨向基于证据的投资全球转变,以及这对区域资金和支持计划产生的关键影响,并审视各种支持策略的结果。

'Eggy Party' UGC Map Recommendation System: The Art of Innovation and Balance

链接:https://schedule.gdconf.com/session/eggy-party-ugc-map-recommendation-system-the-art-of-innovation-and-balance/907244

作者:Xingchen Zhou  (Engineer, Netease)

In the tide of digital entertainment, "Egg Party" has set a new benchmark for party games with its unique model that combines User-Generated Content (UGC) with game creation. Behind the growth flywheel of "Egg Party" UGC is our industry-leading UGC map recommendation system, which not only enhances player satisfaction but also stimulates the enthusiasm of creators, achieving a win-win situation.

在数字娱乐的浪潮中,“Egg Party”凭借将用户生成内容(UGC)与游戏创作相结合的独特模式,为派对游戏树立了新的标杆。在“Egg Party”增长的飞轮背后,我们的行业领先UGC地图推荐系统是关键,这不仅提升了玩家的满意度,还激发了创作者的热情,实现了双赢的局面。

Farm Merge Valley: How CoolGames Maximized Game-Platform Fit on Discord (Presented by Discord)

链接:https://schedule.gdconf.com/session/farm-merge-valley-how-coolgames-maximized-game-platform-fit-on-discord-presented-by-discord/911382

作者:Ann-Marie Harbour  (Director of Game Development, Discord)、Laurens Rutten  (Founder and CEO, CoolGames)

Discover how CoolGames successfully launched Farm Merge Valley on Discord Activities, blending the merge-3 puzzle genre with farming simulation to captivate millions of players. This talk explores how the team optimized the game for Discord's inherently social environment, driving daily player engagement and fostering a vibrant community. Learn key strategies behind their adaptation process and how they built a Discord community server that grew to over 250,000 members in record time.

了解CoolGames如何成功地在Discord活动中推出了《Farm Merge Valley》,该游戏将三消谜题类型与农场模拟相结合,吸引了数百万玩家。此次分享探讨了团队如何优化游戏以适应Discord固有的社交环境,从而提高每日玩家参与度并培养了一个充满活力的社区。学习他们适应过程背后的關鍵策略,以及他们如何在创纪录的时间内建立了一个成员超过250,000人的Discord社区服务器。

From Vision to Vive'n: Supervive's Discord-Driven Development Strategy (Presented by Discord)

链接:https://schedule.gdconf.com/session/from-vision-to-viven-supervives-discord-driven-development-strategy-presented-by-discord/911386

作者:Sally Huang  (Sr. Director of Product, Discord)、Jon Belliss  (Executive Producer, Theorycraft Games)

Join Theorycraft Games executive producer Jon Belliss as he talks through the entire development journey of SUPERVIVE, including choosing to develop in the open with a playtesting community since just a few months in; why Theorycraft chose Discord as their primary community development platform; and how they use Discord to power their development, feedback, and community strategy.

加入Theorycraft Games的执行制作人Jon Belliss,他将分享SUPERVIVE整个开发历程,包括从仅开发几个月就开始选择向公众开放并与测试玩家社区合作;Theorycraft为何选择了Discord作为他们主要的社区开发平台;以及他们如何利用Discord来推动开发、收集反馈和管理社区策略。

Funding Futures Series: Chasing Unicorns: How Venture Funding Really Works

链接:https://schedule.gdconf.com/session/funding-futures-series-chasing-unicorns-how-venture-funding-really-works/911239

作者:Jason Della Rocca  (Co-Founder, Execution Labs)、Sigurlina Ingvarsdottir  (Founding Partner, Behold Ventures)、Kelly Wallick  (Partner & Community Builder, 1Up Ventures)、Jonathan Lai  (General Partner, Andreessen Horowitz/a16z)、Are Mack Growen  (General Partner, London Venture Partners)

The session will focus on how venture capital funding (broadly) and VC funds (specifically) operate and how they are completely different from publishers and other sources of project funding. We'll explore the logic behind “VC math” and why they primarily invest in GaaS+F2P, and studios that are on a path to scale to unicorn valuations (ie, $1billion). This will also uncover why chasing VCs is usually a waste of time for game developers… as we better understand what they actually look for in a potential deal. We will also examine how things are evolving since the pandemic, particularly at early stages and the need for more evidence.

本次会议将重点关注风险资本融资(广义)和风险投资基金(具体)的运作方式,以及它们与发行商和其他项目资金来源之间的根本区别。我们将探讨“风投数学”的逻辑,以及为什么他们主要投资于GaaS(游戏即服务)+F2P(免费玩)模式,并且是那些有望达到独角兽估值(即,10亿美元)的工作室。这也将揭示为什么游戏开发者通常追逐风投是浪费时间……因为我们会更好地理解他们实际在潜在交易中寻找什么。我们还将审视自疫情以来事情是如何演变的,特别是在早期阶段以及需要更多证据的需求。

Funding Futures Series: Inception Publishing: The Shift to Indie Self-Publishing

链接:https://schedule.gdconf.com/session/funding-futures-series-inception-publishing-the-shift-to-indie-self-publishing/911240

作者:Jason Della Rocca  (Co-Founder, Execution Labs)、Victoria Tran  (Community Director, Innersloth)、Genevieve St-Onge  (CEO & Co-Founder, popagenda)、Kirsten-Lee Naidoo  (Head of Publishing, Landfall)、Soren Lundgaard  (CEO, Ghost Ship Games)

With the sober reality that only a fraction of games that are pitched to publishers actually get signed, this panel will discuss the logic and justification for self-publishing. This includes the need to do marketing at the earliest phases (and what that actually looks like). The session will also explore the various pieces that are needed to make self-publishing work, like dedicated project funds and paid-for publishing services. We'll examine how the landscape is evolving to enable more self-publishing to happen successfully.

鉴于只有少数提交给发行商的游戏最终能够签约的严峻现实,本次圆桌会议将讨论自行发行的逻辑和合理性。这包括在项目初期就需要进行市场推广(并且具体展示这意味着什么)。会议还将探讨实现自行发行所需的各个要素,比如专门的项目资金和付费发行服务。我们将分析行业环境如何演变,以使更多的自行发行能够成功进行。

Funding Futures Series: The Evolving Role of Publishers

链接:https://schedule.gdconf.com/session/funding-futures-series-the-evolving-role-of-publishers/911238

作者:Jason Della Rocca  (Co-Founder, Execution Labs)、Snow Rui  (President & CFO, Hooded Horse)、John Buckley  (Communications Director / Publishing Manager, Pocketpair)、Steve Escalante  (CEO, Digital Bandidos)、Matt Charles  (Chief Product Officer / Co-Founder, Cooldown Games)

This panel will explore the evolving role of publishers as the game business landscape continues to shift under our feet. Traditional publishing deals seem harder to score, with more burden to prove market demand placed on developers. Let's dig in on what publishers are looking for today, and how they determine if something actually has a chance to succeed in the market. We'll also examine how business models are evolving, and what other changes are to come in the future. Let's investigate the true value of publishers and how they can best enable developers to prosper.

本场讨论会将探讨随着游戏行业格局持续变化,发行商角色的演变。传统的发行交易似乎越来越难以达成,开发商需要承担更多的证明市场需求的责任。我们将深入探讨当今发行商寻求什么,以及他们如何判断某款产品是否有机会在市场上取得成功。我们还将审视商业模式的演变,以及未来可能出现的其他变革。让我们探究发行商的真实价值,以及他们如何最好地助力开发者繁荣发展。

GDC Pitch: Day 1

链接:https://schedule.gdconf.com/session/gdc-pitch-day-1/910763

作者:Jason Della Rocca  (Co-Founder, Execution Labs)、David Martinez  (Co-Founder, Raw Fury)、Snow Rui  (President & CFO, Hooded Horse)、Victoria Tran  (Community Director, Innersloth)

Five GDC Play studios have been selected to pitch their games to an opinionated panel of investors and publishers, in front of a live audience (no pressure!) followed by questions, advice, and feedback before the judges declare the day's "Best Pitch" and award a free GDC 2025 All-Access pass. Each year, the theater fills to capacity, as the developers compete for the judges' praise.Day 1 Judges:David Martinez (Raw Fury)Snow Rui (Hooded Horse)Victoria Tran (Innersloth)

五家GDC Play工作室已被选中向一小组意见丰富的投资者和发行商 pitching(pitching)他们的游戏,同时在观众面前进行(压力山大!),随后是问题、建议和反馈环节,之后评委将宣布当天的“最佳Pitch(最佳Pitch)”并颁发免费的GDC 2025全通通行证。每年,随着开发者们竞相获得评委的赞赏,剧院都会座无虚席。
第一天评委:
大卫·马丁内兹(Raw Fury)
雪瑞(Hooded Horse)
维多利亚·特兰(Innersloth)

GDC Pitch: Day 2

链接:https://schedule.gdconf.com/session/gdc-pitch-day-2/910770

作者:Anlu Liu  (Business Manager, Kowloon Nights)、Rebekah Saltsman  (CEO, Finji)、Justin Woodward  (Founder, Media Indie Exchange)、Jason Della Rocca  (Co-Founder, Execution Labs)

Five GDC Play studios have been selected to pitch their games to an opinionated panel of investors and publishers, in front of a live audience (no pressure!) followed by questions, advice, and feedback before the judges declare the day's "Best Pitch" and award a free GDC 2025 All-Access pass. Each year, the theater fills to capacity, as the developers compete for the judges' praise.Day 2 Judges:Anlu Liu (Kowloon Nights)Rebekah Saltsman (Finji)Justin Woodward (MIX+Humble)

五家GDC Play工作室已被选中向一群意见鲜明的投资人和发行商进行游戏推介,同时在场的观众(压力山大啊!),随后还会有问答、建议和反馈环节,在评委宣布当天的“最佳推介”并颁发免费的GDC 2025全通通行证之前。每年剧院都会座无虚席,因为开发者们都在竞逐评委的赞誉。第二天的评委有:

刘安露(Kowloon Nights)
瑞贝卡·萨尔茨曼(Finji)
贾斯汀·伍德沃德(MIX+Humble)

Game Career Seminar: How to Apply for an Indie Game Job

链接:https://schedule.gdconf.com/session/game-career-seminar-how-to-apply-for-an-indie-game-job/911624

作者:Brandon Sheffield  (Creative Director, Necrosoft Games)、Jennifer Schneidereit  (Creative Director, Nyamyam)、Leyla Johnson  (CEO & Creative Director, Mohawk Games)、Shawn Alexander Allen  (President & Game Design Director, NuChallenger)、Nathan Bosia  (Founder, Work With Indies)

Applying for indie game jobs can be different than for major studio jobs. The process can be less formal, and the jobs can be more expansive, bleeding into multiple disciplines as every developer may be wearing different hats. It's hard to make a mark as a job-seeker in general, but indie studios are a totally different beast where vibes can be as important as portfolio. Our panel features devs of various types who hire at various levels, who will discuss the best and worst of job applications they've seen while outlining some best practices for the prospective indie game hire.

申请独立游戏工作的过程与大型工作室的工作申请有所不同。这个过程可能不那么正式,而且工作内容可能更加广泛,跨越多个学科,因为每个开发者可能都在扮演不同的角色。总体而言,作为求职者想要脱颖而出已经很困难了,但独立工作室则完全不同,氛围的重要性可能不亚于作品集。我们的小组讨论邀请了不同类型的开发者,他们从各个层面进行招聘,将讨论他们所见过的最佳和最差的求职申请,并概述一些针对潜在独立游戏招聘的最佳实践。

Game Revenue Growth: Insights from Top Monetization Events

链接:https://schedule.gdconf.com/session/game-revenue-growth-insights-from-top-monetization-events/907197

作者:Oxana Fomina  (Director, Gradient Universe S.L.)

Join this insightful session where the speaker delves into the top 5 monetization events in casual games, significantly boosting revenue. The talk highlights emerging trends and successful strategies by comparing the top events from 2023 and 2024. Attendees will gain a deep understanding of the mechanics behind player engagement, retention, and monetization. Detailed data analysis supports the findings, offering concrete evidence of the events' impacts on game performance. This session is a must-attend for game developers, industry professionals, and anyone interested in maximizing revenue in F2P games. Discover what worked in the past and what's driving success in 2024.

参加这场深入解析的会议,演讲者将探讨休闲游戏中排名前五的货币化事件,这些事件显著提升了收入。演讲重点介绍了新兴趋势和成功策略,通过比较2023年和2024年的顶级事件来突出关键点。与会者将深入了解玩家参与、留存和货币化的机制。详细的数据分析支持研究结果,提供了这些事件对游戏表现影响的确凿证据。本场会议是游戏开发者、行业专业人士以及任何希望最大化免费游戏(F2P)收入的人的必修课。了解过去行之有效的方法,并发现推动2024年成功的因素。

How Valve Became Valve: An Insider's Account

链接:https://schedule.gdconf.com/session/how-valve-became-valve-an-insiders-account/911257

作者:Monica Harrington  (Founding CMO (retired), Valve)

Valve is now the most successful privately held game company in the world. How did a tiny startup, dismissed by some industry insiders early on as "a couple of Microsoft developers trying to build a game on top of id's engine" set itself apart? Monica Harrington was the founding CMO for Valve during a time when her day job included overseeing Games Marketing for Microsoft. This is her account of Valve's early days--from the initial strategy discussions she had with Valve founders Gabe Newell and Mike Harrington, to the audacious goals she and Gabe set for the launch of Valve's debut game Half-Life, to the early thinking behind Valve's bold platform strategy. Expect fun anecdotes, behind-the-scenes near-death startup drama, and a bit of reflection - all from the perspective of a woman who played a key role in the industry rocket that became Valve.

Valve 现在是全球最成功的私营游戏公司。那么,一家最初被一些行业内部人士轻视为“几个来自微软的开发者试图基于id软件的引擎来开发游戏”的小公司是如何脱颖而出的呢?莫妮卡·哈林顿在担任 Valve 的创始首席营销官(CMO)期间,她的日常工作还包括负责微软的游戏市场营销。这是她对 Valve 早期日子的叙述——从她与 Valve 创始人加布·纽厄尔和迈克·哈灵顿进行的初始策略讨论,到她和加布为 Valve 首款游戏《半条命》发布设定的雄心勃勃的目标,再到 Valve 大胆平台战略背后的早期思考。预计会有一些有趣的趣闻、幕后惊险的初创公司生死攸关的故事,以及一些反思——所有这些都来自于一位在推动 Valve 成为业界火箭的过程中发挥了关键作用的女性的视角。

How to Choose the Perfect Server Hosting Setup for your Multiplayer Game (Presented by servers.com)

链接:https://schedule.gdconf.com/session/how-to-choose-the-perfect-server-hosting-setup-for-your-multiplayer-game-presented-by-serverscom/911007

作者:Jarrod Palmer  (Head of Gaming, servers.com)

You're developing a multiplayer game. You've done the fun part – designing and creating the concept of the game and you're now starting to think about launch. You need to decide how to host it. But where do you start?

This panel session, made up of experts from across the full ecosystem of multiplayer game hosting, who have helped launch some of the industry's most popular games, will be discussing and providing advice on how to begin your hosting journey and make it as successful as possible. From who to work with, whether to build or buy, what questions to ask of hosting partners and the alternatives beyond hyperscale cloud, to common hosting mistakes developers and studios make and how to avoid them.

Hosting decisions are often left to the last minute but can make or break the success of a launch. Get ahead of the game with insights from this expert panel.

你正在开发一款多人游戏。你已经完成了有趣的部分——设计和创建游戏的概念,现在你开始考虑如何发布游戏。你需要决定如何托管游戏。但是你应该从哪里开始呢?

这个由多人游戏托管生态系统中的专家组成的小组会议,他们曾帮助发布了行业内一些最受欢迎的游戏,将讨论并提供关于如何开始你的托管之旅并使其尽可能成功的一些建议。从与谁合作、是自建还是购买、向托管合作伙伴提出哪些问题以及超越超大规模云的其他选择,到开发者和工作室常见的托管错误以及如何避免它们。

托管决策往往被留到最后一分钟,但这些决策可能会决定发布是否成功。通过听取这组专家的意见来抢占先机。

How to Improve Benchmarking Using Steam Tags

链接:https://schedule.gdconf.com/session/how-to-improve-benchmarking-using-steam-tags/906897

作者:Stephane Kaufmann  (Data Director, PulluP Entertainment)

On Steam, user-generated tags offer valuable information about games and market trends. When doing benchmarking on Steam games, one can use tags to investigate whether a niche market is too crowded, whether games with a specific tag are generally successful or not, and so on. However, we present in this talk issues that arise when using Steam tags straightforwardly in analyses, and we provide a method to overcome them. In particular, we take the example of and MIO: Memories in Orbit, published by Focus Entertainment. The examples will showcase how we can get actionable insights and make better strategic decisions by investigating deeper than just looking at which games have certain tags.

在Steam上,用户生成的标签提供了关于游戏和市场趋势的有价值信息。在对Steam游戏进行基准测试时,可以使用这些标签来研究某个细分市场是否过于拥挤,带有特定标签的游戏是否普遍成功等问题。然而,在本次演讲中,我们将提出在直接使用Steam标签进行分析时出现的问题,并提供一种克服这些问题的方法。特别地,我们以Focus Entertainment出版的《MIO:轨道记忆》为例。这些例子将展示我们如何通过深入研究不仅仅是查看哪些游戏具有某些标签,从而获得可操作的见解并做出更好的战略决策。

Improving Live Service Monetization Through Player Telemetry Enabled Marketing

链接:https://schedule.gdconf.com/session/improving-live-service-monetization-through-player-telemetry-enabled-marketing/907237

作者:Richard Goldsmith  (Senior Manager, Deloitte Consulting)

Tying player telemetry and past in-game purchases to a dynamic offer system is a rare step in the industry, despite its proven impact on monetization rates and average player spend, as well as player satisfaction. After all, expecting players to dig through in-game marketplaces for preferred products when every other digital commerce experience has trained them to expect personalized and dynamic offers is, at best, a backwards way of thinking (and at-worst, self-sabotage). Especially given that personalized offers, on average, result in 10-15% increased revenue, reduce marketing costs by up to 20%, and one major franchise that implemented a system like this drove a > $5M increase in monthly player spend. During this session we'll explore the potential of personalized offers in in-game marketplaces, discuss why this isn't standard operating procedure, and provide reference architecture, technology, and tips that can immediately be applied and used in attendees' own projects.

将玩家遥测数据和过去的游戏中购买内容与动态优惠系统相结合,在业内是一个罕见的步骤,尽管它已被证明对提高变现率、平均玩家消费以及玩家满意度有显著影响。毕竟,当其他所有数字商业体验都已经教会玩家期望个性化和动态的优惠时,还指望玩家在游戏商城中翻找他们喜欢的产品,这至少是一种反向思维(甚至可能是自毁行为)。特别是考虑到个性化优惠平均能带来10-15%的收入增长,减少高达20%的营销成本,并且有一个主要的游戏系列实施了类似的系统,导致每月玩家消费增加了>500万美元。在本次会议中,我们将探讨游戏中商城内个性化优惠的潜力,讨论为什么这不是标准操作程序,并提供可以立即应用到参会者自己项目的参考架构、技术和建议。

Independent Games Summit: Content-Ready Game Development

链接:https://schedule.gdconf.com/session/independent-games-summit-content-ready-game-development/909386

作者:Matt Hackett  (Game Developer, Valadria)

Making great games isn’t enough anymore. For our games to be successful, we also need to spread the word about them. In 2025 that means creating content, especially for online stores and social media platforms.To do this, we need loads of screenshots and video!This talk discusses making changes directly to your game to ease this process. We’ll rapidly load up the exact content you need to capture, and make tools to generate screenshots from within your game. We’ll cover screenshot best practices (like when to show or hide UI elements) and videos too (like muting music but playing sound effects).This process should be streamlined, so that we stay in the flow of work, retaining concentration and productivity. By the end of this talk you’ll be empowered to quickly generate any content you need, in any format or resolution. Let’s make screenshots and video easy to capture!

制作出色的游戏已经不够了。为了让我们的游戏获得成功,我们还需要宣传它们。到2025年,这意味着要创造内容,特别是为在线商店和社交媒体平台创作内容。为此,我们需要大量的截图和视频!本次演讲将讨论如何直接对游戏进行修改,以简化这一过程。我们将快速加载你需要捕获的确切内容,并在游戏中制作工具来自动生成截图。我们将涵盖截图的最佳实践(如何时显示或隐藏UI元素)以及视频(如静音音乐但播放音效)。这个过程应该尽可能顺畅,以便我们保持工作的流畅性,保持专注和提高生产力。通过本次演讲,你将能够快速生成任何你需要的内容,无论是哪种格式或分辨率。让我们使截图和视频的捕捉变得简单易行!

Indie Dev Guide to Video Ads: When You Can't Afford an Agency (Yet)

链接:https://schedule.gdconf.com/session/indie-dev-guide-to-video-ads-when-you-cant-afford-an-agency-yet/906997

作者:Dillon Becker  (Creative Director, Airtraffic)

In this session, indie developers will learn how to create impactful video ads without a big studio budget. Drawing on 13 years of creative marketing experience—including a decade producing video game ads for studios like Blizzard, Supercell, and Niantic—the speaker reveals actionable strategies for smaller teams. Discover how to identify your target audience, select effective ad formats, and leverage heuristic techniques to produce engaging videos. Learn how to avoid common pitfalls, compete with industry giants, and refine your creative strategy over time. Packed with real examples and indie-focused best practices, this session equips developers with the tools to level up their video marketing game.

在本节中,独立开发者将学习如何在没有大型工作室预算的情况下创建有影响力的视频广告。演讲者凭借13年的创意营销经验——包括为暴雪、Supercell和Niantic等工作室制作视频游戏广告的十年经验——揭示了小型团队可操作的战略。了解如何识别目标受众、选择有效的广告格式,并利用启发式技术制作吸引人的视频。学习如何避免常见的陷阱,与行业巨头竞争,并随着时间的推移完善您的创意策略。本节充满了实际示例和针对独立开发者的最佳实践,为开发者提供了提升视频营销能力的工具。

Insider Secrets: How Game Studios Quietly Out-Test the Competition (Presented by PickFu)

链接:https://schedule.gdconf.com/session/insider-secrets-how-game-studios-quietly-out-test-the-competition-presented-by-pickfu/911389

作者:Heather De Bernardi  (Head of Marketing, Bazooka Tango)

Discover the hidden strategies that top game studios use to create gaming hits. This session unveils insider stories and lessons from industry veterans, showcasing how leading studios refine their processes to stay ahead in the competitive mobile gaming landscape. Through real-world examples, attendees will learn how to harness iterative testing, gather actionable feedback, and navigate the creative and technical challenges of game development. This talk combines practical strategies with engaging stories, offering a comprehensive roadmap for creating games that resonate with players and achieve commercial success. Whether you're an indie developer or part of a AAA studio, this session equips you with the tools to build better games through smarter insights.

发现顶级游戏工作室用来创造游戏爆款的隐藏策略。本次会议揭示了行业资深人士的内部故事和经验教训,展示了领先工作室如何完善其流程以在竞争激烈的移动游戏市场中保持领先地位。通过现实世界的例子,与会者将学习如何运用迭代测试、收集可操作的反馈,并应对游戏开发中的创意和技术挑战。本演讲结合实用策略和引人入胜的故事,提供了全面的路线图,帮助开发者创造出与玩家产生共鸣并取得商业成功的游戏。无论你是独立开发者还是大型工作室的一员,本次会议都将为你提供更聪明的见解工具,帮助你制作更好的游戏。

Insights for Devs: Engage and Grow Your Audience on Discord (Presented by Discord)

链接:https://schedule.gdconf.com/session/insights-for-devs-engage-and-grow-your-audience-on-discord-presented-by-discord/911164

作者:Robinson Eaton  (Staff User Experience Researcher, Discord)、Timothy Lu  (Staff Data Scientist, Discord)

Join Discord's data and UXR teams as we dive into platform insights and developer success stories that reveal what Discord's gaming audience truly cares about. Through real examples, we'll show how games of all types have built thriving communities by understanding their players and leveraging Discord's unique social features. Learn practical strategies from developers who've successfully built and fostered engaged communities, and discover how you can apply these lessons to your own game and community.

加入Discord的数据和UXR团队,深入探讨平台洞察和发展成功案例,揭示Discord的游戏玩家真正关心的内容。通过真实案例,我们将展示各种类型的游戏如何通过理解玩家并利用Discord独特的社交功能来建立蓬勃发展的社区。从成功建立和培养活跃社区的开发者那里学习实用策略,并发现如何将这些经验应用到你自己的游戏和社区中。

LoG's Leadership Shortcut: A Decade of Hard-Won Lessons in Creative Leadership

链接:https://schedule.gdconf.com/session/logs-leadership-shortcut-a-decade-of-hard-won-lessons-in-creative-leadership/911142

作者:Trent Kusters  (Co-Founder & Studio Director, League of Geeks)

After 15 years of running and scaling our independent studio, Leaugue of Geeks is distilling our hard-earned leadership wisdom into concise, immediately actionable takeaways - and giving them all to you! In this session, Trent will reveal essential strategies for fostering high-trust environments, answer impossible questions around hiring and firing, teach my one-size-fits-all hack for leveling up your leaders, and share the feedback framework that empowered unimaginable outcomes at LoG. You’ll learn how to design meaningful benefits, build steadfast culture and community, implement a profit-sharing model that truly motivates, and even walk away with nitty-gritty governance hacks guaranteed to reduce friction and boost autonomy.Every lesson is backed by stories of what worked, what didn’t, and why. This isn’t just a post-mortem — it’s a survival guide for leaders striving to build and scale studios that are efficient, productive, and genuinely loved by their teams. You’ll walk away with practical, immediately applicable insights that will help you avoid the mistakes we made while adopting the strategies that drove our success, even as we faced the hardest challenges of our journey.

在运营和扩展我们独立工作室的15年后,League of Geeks 正在将其来之不易的领导智慧提炼为简洁且立即可操作的经验教训,并将这些经验全部分享给您!在这次演讲中,Trent 将揭示培养高信任环境的基本策略,解答关于招聘和解雇方面的棘手问题,传授我适用于所有人的领导者提升技巧,并分享在 LoG 实现难以置信成果的反馈框架。您将学习如何设计有意义的福利、建立坚定的文化和社区、实施真正具有激励作用的利润分享模式,甚至还能学到一些确保减少摩擦并增强自主性的治理技巧。每个经验都附带了哪些有效、哪些无效以及原因的故事。这不仅是一场事后分析——它还是一本生存指南,旨在帮助那些力求建设和扩展高效、多产且真正受团队喜爱的工作室的领导者。您将带着实用且立即可应用的见解离开,这些见解将帮助您避免我们在采用推动成功策略时所犯的错误,即使是在面对旅程中最艰难挑战的时候。

Monetizing Through Game Art: Creating Engaging Decors in 'Good Pizza, Great Pizza'

链接:https://schedule.gdconf.com/session/monetizing-through-game-art-creating-engaging-decors-in-good-pizza-great-pizza/907016

作者:Keyan Zhang  (Game Designer, TapBlaze)

In "Good Pizza, Great Pizza," decors play a crucial role not only as visually appealing elements but also as significant revenue drivers. For our team at Tapblaze, we release various decors every month. Thus, creating high-quality and engaging decor is always a top priority. To achieve this, it's essential to understand how players interact with the decors we produce, both from their perspective and ours. In this talk, we'll break down the design, art, and production lessons we've learned throughout this process into several parts, including improving existing workflow and data analysis. By showcasing concrete examples and data, attendees can learn how to produce in-game cosmetics that improves their monetization.

在《Good Pizza, Great Pizza》中,装饰不仅作为视觉上吸引人的元素发挥着关键作用,而且还是重要的收入驱动力。对于我们Tapblaze团队来说,我们每个月都会发布各种装饰。因此,创造高质量且吸引人的装饰始终是我们的首要任务。为了实现这一目标,了解玩家如何与我们制作的装饰互动至关重要,这既包括他们的视角也包括我们的视角。在本次演讲中,我们将把在这个过程中学到的设计、艺术和生产经验分解为几个部分,包括改进现有的工作流程和数据分析。通过展示具体的实例和数据,与会者可以学习如何制作能够提升游戏货币化的游戏内化妆品。

Navigating the Landscape of Digital Safety: Legal, Product, and Operational Insights (Presented By Perkins Coie)

链接:https://schedule.gdconf.com/session/navigating-the-landscape-of-digital-safety-legal-product-and-operational-insights-presented-by-perkins-coie/911374

作者:Ryan Mrazik  (Partner, Perkins Coie LLP)、Natasha Almani  (Attorney, Perkins Coie LLP)

The safety of users in online games, platforms, and services has become front page news with ever-increasing pressure from the press, regulators, legislators, and courts. This session will cover the latest developments in online safety: the newest laws and legal frameworks, recent decisions from courts that affect your company's legal risk profile, and the push to have online companies include safety assessments and design principles while launching and maintaining their games and services. The panelists are representatives from digital gaming companies who work daily on these online safety issues and are navigating the legal risks, product development processes, and operational issues associated with the continuing rise of internet safety.

Speakers will include outside counsel from Perkins Coie LLP who work on online safety issues will facilitate a panel of in-house product and legal professionals from digital gaming companies who identify, triage, and implement safety issues.

在线游戏、平台和服务中用户的安全问题已经成为新闻头条,受到了媒体、监管机构、立法者和法院的日益关注。本次会议将涵盖在线安全领域的最新发展:最新的法律和法律框架、近期法院判决对公司法律风险状况的影响,以及推动在线公司在推出和维护其游戏和服务时纳入安全评估和设计原则的趋势。演讲嘉宾是来自数字游戏公司的代表,他们每天都在处理这些在线安全问题,并应对与互联网安全持续增长相关的法律风险、产品开发流程和运营问题。

发言者将包括来自珀金斯·科伊律师事务所的外部法律顾问,他们专门处理在线安全问题,将主持一场由数字游戏公司内部的产品和法律专业人士组成的小组讨论。这些专业人士负责识别、分类和实施安全措施。

Quo Vadis Mobile Gaming 2025?

链接:https://schedule.gdconf.com/session/quo-vadis-mobile-gaming-2025/907168

作者:Mariusz Gasiewski  (CEE Mobile Gaming and Apps Lead, Google)

How is user behavior changing in mobile gaming based on the data? How have the motivations of players and payers changed in recent years? What influence does this have on monetization and growth? In today's fiercely competitive mobile gaming market, understanding the latest mobile data has become more challenging than ever. This session will focus on the most recent changes in the mobile gaming ecosystem, offering insights on how to respond with effective actions and plans.

用户在移动游戏中的行为如何根据数据发生变化?近年来,玩家和付费玩家的动机发生了怎样的变化?这对货币化和增长有何影响?在当今竞争激烈的移动游戏市场中,理解最新的移动数据比以往任何时候都更具挑战性。本次会议将重点关注移动游戏生态系统中最近期的变化,提供有关如何通过有效行动和计划做出响应的见解。

Serving Players' Needs: A New Look at What Players Want

链接:https://schedule.gdconf.com/session/serving-players-needs-a-new-look-at-what-players-want/907205

作者:Andrew Pappas  (Marketing Consultant, RenGen Marketing)

Game creators often struggle to stand out in a competitive market, but the challenge goes beyond market saturation or discoverability issues.

The root of the problem lies in how we oversimplify players, reducing them to their in-game characteristics.

Tackling what we think we know about game markets and audiences, we break down the process and examine how we apply market and audience information. By using a framework that focuses on a more empathetic approach, new methods and strategies reveal how game creators can identify missed opportunities in any market by addressing players' broader needs.

Discover processes that identify valuable insights that go beyond player's gaming behaviors and preferences. Learn how to apply them so you can make more meaningful decisions in development and marketing efforts while creating experiences that are fulfilling for both you and your players.

游戏创作者往往难以在竞争激烈的市场中脱颖而出,但挑战不仅仅在于市场饱和或发现难题。

问题的根本在于我们如何过度简化玩家,将他们仅归结为他们在游戏中的特征。

通过探讨我们认为我们知道的游戏市场和受众,我们将这一过程分解并检查我们如何应用市场和受众信息。通过采用一种更注重同理心的方法框架,新的方法和策略揭示了游戏创作者如何通过满足玩家的更广泛需求,在任何市场中识别被错过的机遇。

发现能够识别超越玩家游戏行为和偏好的有价值见解的过程。学习如何应用这些见解,以便在开发和营销过程中做出更有意义的决策,同时创造既对你自己也对玩家有意义的体验。

So You Have a Fandom: Respecting and Understanding Fan Communities

链接:https://schedule.gdconf.com/session/so-you-have-a-fandom-respecting-and-understanding-fan-communities/907059

作者:Megan Roche  (Product Manager, Pocket Gems)

Everyone’s a fan of something, and finding ways to connect over shared love – or shared hate – is a tale as old as time. But what happens when the thing a bunch of people are loving, hating, and talking about is… your game?Using Episode, a mobile storytelling platform, as a case study, this session will work to provide a look at developing and maintaining a successful game with an active fandom.This talk dives deep into modern fandoms, including why they're worth fostering and respecting and how a healthy fandom can be a product resource for your game. Beginning with an overview of what fandoms are and how they function, the session explores strategies for productive engagement and the impact fandoms can have on games.

每个人都有自己的兴趣所在,而找到方法通过共同的喜爱——或共同的厌恶——来建立联系,这是一个古老的故事。但当大量人们热爱、讨厌并讨论的事物是……你的游戏时,会发生什么呢?

以Episode(一款移动故事平台)作为案例研究,本次会议将致力于提供关于如何开发和维护一款拥有活跃粉丝群体的成功游戏的见解。

本演讲深入探讨现代粉丝文化,包括为什么这些粉丝文化值得培养和尊重,以及一个健康的粉丝群体如何成为你游戏的产品资源。从概述粉丝群体是什么以及它们如何运作开始,会议将探索有效的参与策略以及粉丝群体对游戏可能产生的影响。

State of RTX and AI (Presented by NVIDIA)

链接:https://schedule.gdconf.com/session/state-of-rtx-and-ai-presented-by-nvidia/911188

作者:John Spitzer  (VP of Developer and Performance Technology, NVIDIA)

At this year's State of RTX and AI, join NVIDIA in taking a look at the future of game development. Learn about the latest hardware and software innovations that are enabling the next era of graphics and gameplay experiences.

在今年的RTX和AI状态发布会上,与NVIDIA一起展望游戏开发的未来。了解关于最新硬件和软件创新的信息,这些创新正在推动图形和游戏体验新时代的到来。

Stories of Studio Stability Roundtable Day 1

链接:https://schedule.gdconf.com/session/stories-of-studio-stability-roundtable-day-1/907676

作者:Jesse Schell  (CEO, Schell Games LLC)

Layoffs are the bane of the game industry. And while some studios lay off developers frequently, some studios have managed to avoid that painful and drastic step. How do they do it? Is it just luck, or is there more to it than that? In this roundtable, developers who have been on teams that have found ways to avoid layoffs are invited to tell the stories of how they managed this rare feat. The roundtable will be led by Jesse Schell, CEO of Schell Games, a team of over 150 developers that has had zero layoffs in its 22 year history. Abstract griping about the game industry is strictly forbidden at this session – real world tales that show stability is possible are the coin of the realm here.

裁员是游戏行业的痛点。尽管一些工作室经常裁员,但有些工作室成功避免了这一痛苦且极端的步骤。他们是如何做到的?仅仅是运气,还是有其他原因?在本次圆桌会议上,邀请了一些团队中的开发者,他们找到了避免裁员的方法,并将分享他们实现这一罕见成就的故事。本次圆桌会议将由Jesse Schell主持,他是Schell Games的首席执行官,这是一家拥有超过150名开发者的团队,在其22年的历史中从未有过裁员。本会议严禁对游戏行业进行抽象的抱怨——展示稳定性的现实世界故事才是这里的重点。

Stories of Studio Stability Roundtable Day 2

链接:https://schedule.gdconf.com/session/stories-of-studio-stability-roundtable-day-2/911345

作者:Jesse Schell  (CEO, Schell Games LLC)

Layoffs are the bane of the game industry. And while some studios lay off developers frequently, some studios have managed to avoid that painful and drastic step. How do they do it? Is it just luck, or is there more to it than that? In this roundtable, developers who have been on teams that have found ways to avoid layoffs are invited to tell the stories of how they managed this rare feat. The roundtable will be led by Jesse Schell, CEO of Schell Games, a team of over 150 developers that has had zero layoffs in its 22 year history. Abstract griping about the game industry is strictly forbidden at this session – real world tales that show stability is possible are the coin of the realm here.

裁员是游戏行业的祸根。尽管有些工作室经常裁员,但有些工作室成功避免了这一痛苦且极端的措施。他们是如何做到的?仅仅是运气,还是有其他原因?在这次圆桌会议上,邀请了那些曾在团队中找到避免裁员方法的开发者们来讲述他们如何实现这一罕见成就的故事。圆桌会议将由Jesse Schell主持,他是Schell Games的首席执行官,这是一支拥有超过150名开发者的团队,在其22年的历史中从未有过裁员。在这个环节中严禁对游戏行业进行抽象的抱怨——展示稳定性的现实故事才是关键所在。

The Case of 'Balatro': Turning Low Resolution into High Praise

链接:https://schedule.gdconf.com/session/the-case-of-balatro-turning-low-resolution-into-high-praise/907478

作者:Wout van Halderen  (Communications Director, Playstack)

In this session, Wout van Halderen unpacks the marketing strategy behind Balatro, a roguelike deckbuilder with unconventional visuals that presented significant challenges in traditional marketing channels. He details how the team shifted focus toward streamability and replayability to drive player engagement and interest. Drawing on lessons from The Case of the Golden Idol, this session highlights the importance of demos, influencer partnerships, and community-driven campaigns in navigating these obstacles.

在本场分享中,Wout van Halderen 分析了 Balatro(一款具有非常规视觉风格的 Roguelike 桌面构建游戏)背后的营销策略,该游戏在传统营销渠道中遇到了显著挑战。他详细介绍了团队如何转向关注游戏的可直播性和重复可玩性,以推动玩家参与和兴趣。借鉴《夺宝冒险王》(The Case of the Golden Idol)的经验,本场分享强调了演示版、影响者合作和社区驱动活动在应对这些障碍中的重要性。

The Product Manager's Guide to Strategic Game Teardowns

链接:https://schedule.gdconf.com/session/the-product-managers-guide-to-strategic-game-teardowns/907422

作者:Oindrila Mandal  (Senior Product Manager, Electronic Arts)

Analyzing video games and creating game teardowns is an essential skill for any product manager (PM), as well as any business professional working in the games industry. However, while analyzing a game, PMs spend far too much time grinding through the game. As a result, not enough time or resources are available to actually understand and evaluate the game's critical success factors. This session will describe quick and easy techniques on how to tear down and analyze a game for maximum impact and efficiency. You don't need to beat a game to figure out what it's all about. The session will demonstrate strategic product analysis techniques to accelerate the process of creating game teardowns and extracting actionable insights for your business.

分析视频游戏并创建游戏拆解是任何产品经理(PM)以及游戏行业中的任何业务专业人士的重要技能。然而,在分析游戏时,PM们花费了太多时间在游戏中刷进度。因此,没有足够的时间和资源来真正理解和评估游戏的关键成功因素。本次会议将描述如何通过快速简便的技术对游戏进行拆解和分析,以实现最大的影响力和效率。你不需要通关一个游戏就能弄清楚它的全部内容。会议将展示战略性的产品分析技术,以加速游戏拆解的制作过程,并为你的业务提取可操作的见解。

The State of PC and Console Games in 2025

链接:https://schedule.gdconf.com/session/the-state-of-pc-and-console-games-in-2025/906838

作者:Ben Porter  (Consulting Director, Newzoo)

Key Insights and Trends in the PC and Console Market

Newzoo, the most trusted source for PC and console games data, returns to GDC following their 2024 presentation, offering new, data-driven insights into the evolving PC and console games market. This session delves into the latest revenue and engagement figures, revealing critical trends and opportunities for industry professionals. Presenter Ben Porter examines global market growth, player dynamics, and the challenges studios face in an increasingly competitive environment.

Key highlights include:

• Global market revenues, players, and payers by segment and region

• The rise of PC gaming

• The potential market shifts and trends.

Attendees will gain valuable perspectives on navigating market complexities, with a focus on controlling costs and leveraging new growth avenues. This session is essential for developers and publishers seeking to understand the increasingly competitive landscape and position themselves for success in 2025 and beyond.

关键洞察与趋势:PC和游戏机市场

Newzoo(最值得信赖的PC和游戏机游戏数据来源)在2024年的演讲之后再次回到GDC,为不断发展的PC和游戏机游戏市场提供基于数据的新见解。本次会议深入探讨了最新的收入和参与度数据,揭示了对行业专业人士至关重要的趋势和机会。

演讲者本·波特审视了全球市场的增长、玩家动态以及工作室在日益激烈的竞争环境中所面临的挑战。

主要亮点包括:

  • 按细分市场和地区划分的全球市场收入、玩家和付费玩家

  • PC游戏的兴起

  • 市场潜在的转变和趋势

参会者将获得有价值的视角,了解如何应对市场的复杂性,重点在于控制成本和利用新的增长途径。对于希望理解日益激烈的市场环境并为2025年及以后的成功定位自己的开发者和发行商来说,本次会议至关重要。

Thriving Remotely: Growing a Successful Video Game Studio in a Virtual World

链接:https://schedule.gdconf.com/session/thriving-remotely-growing-a-successful-video-game-studio-in-a-virtual-world/907524

作者:Trisha Stouffer  (CEO, Stoic)

Since joining Stoic on March 16, 2020, Trisha Stouffer expanded the studio from 20 to 100 employees in under 4.5 years, all during COVID and an industry downturn. The studio became permanently remote in 2020, challenging the notion that a remote-only setup cannot be successful. This talk offers valuable insights for game developers and studios exploring remote work, emphasizing its timeliness and relevance post-pandemic. Attendees will gain practical advice on managing remote teams, overcoming communication and collaboration challenges, and leveraging technology. The talk highlights the benefits of diverse perspectives by accessing global talent and includes real-world examples and personal anecdotes for relatability.

自从2020年3月16日加入Stoic以来,特里莎·斯陶弗在不到4.5年的时间内(在COVID-19疫情期间和行业低迷期),将工作室的员工从20人扩展到了100人。该工作室在2020年永久性地转向远程工作模式,挑战了“完全远程的工作模式不能成功”的观念。此次演讲为那些探索远程工作的游戏开发者和工作室提供了宝贵的见解,强调了其在后疫情时代的及时性和相关性。与会者将获得关于管理远程团队、克服沟通和协作挑战以及利用技术的实用建议。演讲突出了通过接触全球人才带来的多样化视角的好处,并包括现实世界中的实例和个人趣闻以增强共鸣。

Twitch Integration Basics: How to Make Your Game Stand Out on Twitch

链接:https://schedule.gdconf.com/session/twitch-integration-basics-how-to-make-your-game-stand-out-on-twitch/907435

作者:Thomas Tuts  (Founder, Streaming Toolsmith)

Baldurs Gate 3, Cult of the Lamb, Disco Elysium, League of Legends — what do all of these games have in common? They were all wildly successful on Twitch, partly thanks to their Twitch integrations. In this talk, Thomas, the creator of these integrations, will talk about how he worked with these game's developers to create a memorable and interactive experience for their viewers. He will walk you through Twitch integration basics, Dos and Don'ts, as well as a couple of case studies.

Baldur's Gate 3、Cult of the Lamb、Disco Elysium、League of Legends——这些游戏有什么共同点?它们都在Twitch上获得了巨大的成功,部分原因是由于它们与Twitch的集成。在这次演讲中,这些集成的创建者Thomas将谈论他是如何与这些游戏的开发者合作,为他们的观众创造难忘且互动的体验。他将带你了解Twitch集成的基础知识、注意事项以及几个案例研究。

Unity Developer Summit: Elevating the Ad Experience: A Playbook for Building Trust & Safety (Presented by Unity)

链接:https://schedule.gdconf.com/session/unity-developer-summit-elevating-the-ad-experience-a-playbook-for-building-trust-safety-presented-by-unity/911619

作者:Scott Menzer  (Senior Director, Product Management at Unity, Unity)

Player trust is crucial for long-term engagement and sustainable revenue. Join Scott Menzer as he shares Unity's proven strategies for maintaining player privacy while combating bad ads and invalid traffic. Through real-world examples and actionable insights, you'll gain the tools to ensure a safe and positive player experience, maintain advertiser investments, and confidently navigate this complex, ever-changing landscape.

玩家信任对于长期参与和可持续收入至关重要。加入Scott Menzer,他将分享Unity经过验证的策略,以在打击不良广告和无效流量的同时保持玩家隐私。通过现实世界的示例和可操作的见解,您将获得确保安全和积极的玩家体验、维持广告商投资并自信地应对这一复杂且不断变化的格局的工具。

Unity Developer Summit: Player-First Monetization: How Metacore Balances Engagement & Revenue (Presented by Unity)

链接:https://schedule.gdconf.com/session/unity-developer-summit-player-first-monetization-how-metacore-balances-engagement-revenue-presented-by-unity/911632

作者:Franco Spina  (Senior Manager, Game Design & Monetization Consulting, Unity, Unity)、Eric Bolitho  (Senior Product Manager, Monetization, Metacore, Metacore)

Discover how Metacore, the studio behind the hit mobile game Merge Mansion, has mastered the art of player-first monetization, seamlessly blending IAP and in-game ads to create a thriving free-to-play mobile experience. In this session, Eric Bolitho (Senior Product Manager, Monetization at Metacore) and Franco Spina (Senior Manager of Game Design & Monetization Consulting at Unity) will share their expertise on designing engaging, player-centric hybrid monetization strategies. They'll explore the challenges and rewards of diversifying revenue streams and discuss best practices for integrating IAP and ads without disrupting the player experience—ensuring engagement and long-term success.

了解Metacore(工作室)——《Merge Mansion》这款热门移动游戏的背后推手,是如何掌握玩家优先货币化艺术的。他们将应用内购买(IAP)和游戏内广告无缝结合,创造出一种蓬勃发展的免费游玩移动游戏体验。在本次会议中,Eric Bolitho(Metacore负责货币化的高级产品经理)和Franco Spina(Unity的游戏设计与货币化咨询高级经理)将分享他们在设计吸引人且以玩家为中心的混合货币化策略方面的专业知识。他们将探讨多元化收入来源的挑战与回报,并讨论如何在不干扰玩家体验的情况下整合IAP和广告的最佳实践——确保玩家参与度和长期成功。

Unlocking Gamer Motivations: Insights from 1.75+ Million Players Over a Decade

链接:https://schedule.gdconf.com/session/unlocking-gamer-motivations-insights-from-175-million-players-over-a-decade/907835

作者:Nick Yee  (Co-Founder & Analytics Lead, Quantic Foundry)

Drawing on a decade of data from the Gamer Motivation Profile, with input from over 1.75 million players, this session reveals key trends and actionable insights. Discover how gaming motivations have shifted (or stayed consistent), how the 9 Gamer Types align with business-relevant traits like "genre grazing radius," and the lessons we've learned about understanding and assessing player motivations.

基于来自玩家动机画像十年的数据,并结合超过175万玩家的反馈,本次会议揭示了关键趋势和可操作的见解。发现游戏动机是如何变化的(或保持一致),九种玩家类型如何与与业务相关的特征(如“类型浏览半径”)相吻合,以及我们关于理解和评估玩家动机所学到的经验。

Unlocking Revenue: The Future of In-Game Purchases (Presented by Worldpay)

链接:https://schedule.gdconf.com/session/unlocking-revenue-the-future-of-in-game-purchases-presented-by-worldpay/911252

作者:Hesper Huang  (Sr. Director, Digital Vertical Growth, Worldpay)、Luis Silva  (VP, Global Partnerships, Mastercard)

In-game purchases have become a cornerstone of video game monetization, allowing players to personalize, progress, and enhance their gaming experiences while providing publishers with a reliable revenue stream. As the industry becomes increasingly competitive, understanding how to optimize in-app payments and prepare for the future is essential to stay ahead of the competition.

In this session, industry experts will delve into the significance of in-game purchases in boosting revenue, strategies for optimizing microtransactions, and the trends shaping the future of video game monetization.

Join the discussion to learn more about:

  • Industry trends: From free-to-play games to loyalty rewards, discover how leading companies are using in-game purchases as a key monetization strategy

  • Optimizing in-game purchases and microtransactions: Learn best practices for implementing secure, accessible, and transparent payment systems that enhance the gaming experience.

  • The future: Gain insights into trends that will shape the next generation of player experiences, including NFTs, blockchain technology, and AI-driven personalization.

在游戏中进行购买已成为视频游戏货币化的一个基石,让玩家能够个性化、进阶并提升他们的游戏体验,同时为发行商提供了可靠的收入来源。随着行业的竞争日益激烈,了解如何优化应用内支付并为未来做好准备对于保持竞争优势至关重要。

在这次研讨会中,行业专家将深入探讨游戏中购买在增加收入方面的意义、优化小额交易的策略以及塑造视频游戏货币化未来的趋势。

加入讨论,了解更多关于:

  • 行业趋势:从免费游戏到忠诚度奖励,了解领先公司如何将游戏中购买作为关键的货币化策略。

  • 优化游戏中购买和小额交易:学习实施安全、易用且透明的支付系统的最佳实践,以增强游戏体验。

  • 未来展望:深入了解将塑造下一代玩家体验的趋势,包括NFT(非同质化代币)、区块链技术和AI驱动的个性化。

Using ARGs to Communicate What Makes 'Animal Well' Special

链接:https://schedule.gdconf.com/session/using-args-to-communicate-what-makes-animal-well-special/907870

作者:Dan Adelman  (Business and Marketing, Shared Memory)

Animal Well is a tricky game to market. Its screenshots may not look particularly impressive, nor even do short video clips. One of the things that makes Animal Well special is the secrets hidden throughout the world, but it was proving very difficult to communicate the feeling of uncovering secrets within the game without ruining them. We decided to demonstrate this feeling through the use of ARGs in which we buried puzzles within trailers and blog posts. This strategy was very effective in communicating what's special about the game while also giving our community something fun to engage with in exchange for their attention. But there was also a bit of a dark side. We noticed some people in our community chasing after shadows in ways we worried may not be healthy. We'll discuss how we approached this and some advice for others considering a similar strategy.

《动物之井》是一款难以推广的游戏。它的截图可能看起来并不特别令人印象深刻,即使是短视频片段也是如此。《动物之井》的独特之处之一在于游戏中隐藏的秘密,但证明很难在不破坏这些秘密的情况下传达在游戏中发现秘密的感觉。我们决定通过使用ARG( Alternate Reality Game,交替现实游戏)来展示这种感觉,我们在预告片和博客文章中埋下了谜题。这一策略非常有效地传达了游戏的独特之处,同时也为我们社区提供了一些有趣的内容,以换取他们的关注。但也有一定的负面影响。我们注意到社区中的一些人以一种我们担心可能不健康的方式追逐幻影。我们将讨论我们是如何应对这种情况的,并为那些考虑采用类似策略的人提供一些建议。

Video Games and Crowdfunding: Best Practices from Successful Campaigns

链接:https://schedule.gdconf.com/session/video-games-and-crowdfunding-best-practices-from-successful-campaigns/907573

作者:Thomas Bidaux  (CEO, ICO)

In the past year, crowdfunding has seen a renewed interest from video game studios looking for alternative sources of funding.

Drawing form his experience working on more than 80 campaigns, Thomas will share the latest crowdfunding trends for video games, how to best use the latest features added to the platforms, and what needs to be put in place ahead of a campaign to maximize its chance of success.

在过去的一年里,众筹重新受到了寻求替代融资来源的视频游戏工作室的关注。

基于他参与超过80个众筹活动的经验,托马斯将分享视频游戏众筹的最新趋势,如何最好地利用平台添加的最新功能,以及在活动开始前需要做哪些准备以最大化其成功的机会。

What Publishing a Book Taught Me About Publishing Video Games

链接:https://schedule.gdconf.com/session/what-publishing-a-book-taught-me-about-publishing-video-games/907268

作者:Karah Sutton  (Chief Publishing Officer, PikPok)

In 2020, PikPok's Chief Publishing Officer Karah Sutton became a published author, with her first book published by Penguin Random House. This journey led to Sutton reassessing the role of the publisher in video games and finding a new appreciation for the tools available to today's video game makers. In recent decades, both books and video games have shifted from a business model that's wholly dependent on 3rd party publishers. We are now indie creatives empowered to self-publish. Yet, self-publishing demands market awareness and marketing savvy. What can game devs learn from the mistakes and successes of the world of book publishing?

2020年,PikPok的首席出版官Karah Sutton成为了一位已出版的作者,她的第一本书由企鹅兰登书屋出版。这一旅程促使Sutton重新评估了视频游戏出版商的角色,并发现了对当今视频游戏制作者可用工具的新认识。在最近几十年里,书籍和视频游戏都已经从完全依赖第三方出版商的商业模式转变过来。我们现在是独立创作者,能够自行发布作品。然而,自行发布需要对市场有敏锐的洞察力和营销智慧。游戏开发者能从图书出版领域的成功与失败中学到什么呢?