GDC Next


The goal of the Production Track is to provide developers with concrete tactics for managing game production, no matter what the size or scope of your game. Sessions in the Production Track will discuss how to best make cross platform development decisions, platform release timing, low-budget and efficient testing, plus test marketing and release strategies. It will also discuss the state of distribution platforms and how to choose the best technical underpinning for your game.

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Crowdsharing: Crowdfunding and Crowdsourcing
Starr Long (Portalarium)
Crowdfunding is often now hailed as a way to free developers from the shackles of publishers, a way to make very specific products for very specific audiences, etc. What seems to be missing is ongoing dialogue about building this into a self-sustaining ecosystem of development where the crowd is sharing, not just funding and sourcing. Crowdsharing is a combination of crowdfunding and crowdsourcing in a sustainable loop. Using his recent experience on Shroud of the Avatar, 20-year video game veteran Starr Long will talk about the various ways to make this loop work.
10 Weeks, 3 Guys, 1 Shot: Taking ADR1FT from Concept to Publishing Deal
Adam Orth (Three One Zero), Omar Aziz (Three One Zero), Hogarth de la Plante (Red Accent)
Three One Zero founders Adam Orth, Omar Aziz and independent artist Hogarth de la Plante will go in-depth into the unorthodox development process that took Three One Zero's current game project "ADR1FT" from a concept on paper to a unique game/VR prototype to a publishing deal with 505 Games in the span of 5 months. Orth, Aziz and de la Plante will detail the goals they set at the beginning of the process, how they achieved them and share everything they learned in-between to illuminate and inspire other developers to take a chance on making their dream a reality.
Games as a Service - Rebooting a 4 Year Old Game to the Top Charts
Ramine Darabiha (Halfbrick)
Halfbrick's chief product officer, Ramine Darabiha tackles the age old question: Can you make an old game new? Age of Zombies seemed to have run its course. Rather than sunsetting the game, Halfbrick's R&D team saw an opportunity to experiment with new ideas. The combination of new technology and rapid iterations saw the game soar to the top 20 of the US App Store, both for free and paid, 4 years after its release. Ramine will explain his process and philosophy of the reboot and how new or existing games companies should continue to realise the full potential of a game by coupling the Games as a Service model with disruptive updates.
App Developers Conference


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