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游戏开发者大会(欧洲)将于8月16~18日在德国科隆举行

发布时间:2010-08-02 01:30:07 Tags:,,

游戏开发者大会(欧洲)将于8月16~18日在德国科隆举行。会议议程包括business & management(商务与运营)、game design(游戏研发)、production(游戏作品)、technllogy(研发技术)和visual arts(美术设计)五个层面。

gdc europe

gdc europe

我们将关注其中涉及到的关于社交游戏和手机游戏的相关探讨。

在business & management(商务与运营)方面。

来自Sidhe商务运营总监的Jos Ruffell和来自Newtoy的首席执行官Paul Bettner将做iphone游戏成功营销的观念因素演讲(Keys to Successful iPhone Game Marketing)(议程概述如此啊:Publishers and developers are constantly looking for ways to solve the biggest issue with creating games for iPhone, discovery. If people dont know about your app and can find it, it impossible to make money in the market. The participants of this session will discuss what you need to do to have success in today iPhone market. From the effectiveness of advertising, to code giveaways and promotions, if youe creating a game for iPhone, this session will better prepare you for the task of marketing your game.)

gdc europe1

gdc europe1

来自playfirst的首席执行官  Mari Baker 将做如何执行以用户为中心的游戏跨平台战略(What You Must Know to Build a Successful Customer-Centric Cross-Platform Strategy)(议程概述如下This discussion, led by Mari Baker, president and CEO of PlayFirst, will explore the business perspective related to building engaging, enduring game brands. Using the ever-popular PlayFirst Dash brand as a case example, Baker will discuss the basic elements necessary to create, publish and market game brands that touch a cord with tens of millions of consumers around the globe. Pertinent market research will be shared to show how transitions in the game industry drive brand development from a business perspective. Baker will also discuss how brands today are extended across platforms such as mobile and social.)

gdc europe2

gdc europe2

在game design(游戏研发)环节方面:

来自PopCap Games的联合创始人和创意总监Jason Kapalka将做以宝石迷阵为案例的社交游戏跨平台运营(Postmortem: Bejeweled Blitz, Cross-Platform Social Gaming in Practice)(议程概述如下:Bejeweled, released in 2000, has long been a staple of the casual game scene in various formats, but bringing it to the world of social gaming presented a unique challenge. The solution was Bejeweled Blitz, a one-minute variant on Facebook that rejuvenated the game for a whole new audience, gaining over 10 million active players on the social network before going on to be adapted for the iPhone and as a PC-downloadable product. This session will go over the important design and technical challenges that PopCap’s teams faced while adapting the hit casual game to social networks and establishing it as a cross-platform franchise, explain successes and failures, and discuss what lessons have been learned from the process。)

更多相关内容,可以访问游戏开发者大会(欧洲)网站。


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