Current Speakers
(Be sure to check back for updates on speakers and sessions)
Stone Librande, Electronic Arts
Creative Director
Session:
"17 Games In 17 Years"
Cynthia Woll, Electronic Arts
Executive Producer Mobile
Session:
"The Role of Story In Mobile Games"
Brad Muir, DoubleFine
Game Designer, Project Lead
Session:
"How Do You Create Your Next Game?"
Marcus Montgomery, Backbone Entertainment
Senior Game Designer
Session:
"Leading the Design Without Being the Lead Designer"
Stephanie Morgan, Rabbit
Founder
Session:
Panel
Doug Hill, Playdom
Lead Game Designer
Session:
"You Have 30 Seconds..."
Mike Lu, Gree
Executive Producer
Session:
"Designing RPG's for Mobile"
Josh Rose, LudusLabs
Session:
"Making the Transition from console to Mobile and Social Games"
Christian Godorr, BigPoint
Creative Director
Session:
"Whales and Long Tails: Creative Analytics for Game Design"
Noah Falstein, Suddenly Social
Co-Founder, Chief Creative Officer
Session:
"Gamification - Are You Serious?"
Brandii Grace, Transform Entertainment
Sr. Game Designer
Session:
"Designing Games to Attract a Wider Audience of Females"
Randy Angle, LudusLabs
Sr. Partner
Session:
"RPG Meta-Game"
Marina Kobayashi, Electronic Arts
Lead Games User Researcher
Session:
"Game User Research is for Game Design!"
Sarah Romoslawski, Sifteo
Game Designer
Session:
"Game User Research is for Game Design!"
Rob Hunter, Focused Apps
Session:
"The Evolution of Hit Tennis"
Ethan Levy, FamousAspect
Independent Game Designer
Session:
"Game Design is Business Design"
Tony Parisi
Entrepreneur, Career CTO/Architect
Session:
"Lean Game Design with HTML5 and WebGL"
Anthony Farmer, Cantor Gaming
Sr. Mobile Gaming Platform Developer
Session:
"An Introduction to Casino Gaming"
Ross Dannenberg, Banner & Witcoff
Attorney
Session:
"Legal Issues for Video Game Developers"
Jon Slenk, Duff Research
Mobile Software Engineer
Session:
"Making Cross Platform Games in Haxe NME"
Anton Commissaris, Apsalar
Chief Revenue Officer
Session:
"From Download to Domination: Engaging Mobile App Users with Analytics and Targeting"
Aditya Dayal, ThrowMotion Inc.
Founder & CEO
Dren McDonald, nerdtracks
Composer, Sound Designer
Session:
"That Magic Moment: When Design and Audio Make Music Together"
Alex Peake, Primer Labs
Founder, CEO
Session:
Tyson Daugherty, Appssavvy
Sr. VP, Strategic Partnerships
Session:
"Activity Advertising: Native In-Game Monetization "
Aaron Cammarata, voidALPHA
Partner
Session:
"Going Rogue - Game Design Freelancing 101"
Ben Peters, Pickmoto
Session:
"Finally! The Coming Future of Social Sports Games"
Ryan Merket, InMobi
Director, Product Marketing Management
Session:
"Mobile Advertising Best Practices for Game Developers"
Cristian Mitreanu, OFMOS
Creator
Session:
"Changing the Way We Learn Business ...with a Casual Video Game"
Michael Bergen, MHL Consortium
Sr. Partner Alliance Manager
Session:
"Bringing Mobile Gaming to the Big Screen"
John Shedletsky, ROBLOX
Creative Director
Session:
"Building a Giant Snowball Without iTunes, Facebook, Steam, Microsoft etc."
Matthew Kagle, VacuumGenesis
Lead Designer
Session:
"The making of Arrival: Village Kasike"
Terry Hsiao, Hook Mobile
Co-Founder, CEO
Session:
"Design Social Sharing Features To Grow Your User Base via SMS"
Dave Merrill, Sifteo
President
Session:
"The Process of Creating and Designing Games for a Completely New Game System"
Greg Campbell
Session:
"Fun, You, and Innovation"
Kevin Park - Cogswell Polytechnical College, Cloudera
Session:
"Social Gaming Is (in) The House"
J. Chris Anderson, Couchbase Inc.
Session:
"How Draw Something absorbed 50 million new users, in 50 days, with zero app downtime"
Nick Black, CloudMade
VP Products
Session:
"Designing Mobile Games for the Freemium Audience"
Wally Nguyen, Pocket Change
SVP Business Development
Session:
"User Retention and Engagement"
Catherine Delcin, Delcin Consulting Group
Session:
"Identifying a winning idea for developing a successful game or application""
Randy Mosiondz, Cryptic Studios
Sr. Game Designer
Session:
"Identifying a winning idea for developing a successful game or application""
Brendan Burke, Playnomics
Player Science Lead
Session:
"Data-Driven Design"
Frederic Markus, Lucas Arts
Studio Creative Director
Session:
"Prototyping the Nintendo Way: Into the Rabbit's Hole"
Scott Rogers, Walt Disney Imagineering
Senior Producer, Interactive
Session:
"Everything I learned about Level Design, I Learned from Disneyland"
Mitch Zamara, Storm 8
Senior Game Designer
Session:
"Designing Quests and Narrative Systems for Mobile Games"
Greg Costikyan, Playdom
Sr. Game Designer
Session:
"Uncertainty in Games"
Matt Allmer, BigPoint
Lead Designer
Session:
"Monetization: Fear of the Big Green Monster"
Dexter Chow, GarageGames
Executive Producer, Chief Creative Officer
Session:
"What Does a Producer Do Anyway?"
Rick Liu, DeNA
Session:
"Analytics - An Ingredient To Maximize Revenue"
Eric Lindstrom, LudusLabs
Session:
"Making the Transition from console to Mobile and Social Games"
Stefanie Hels, BigPoint
Director of Analytics
Session:
"Whales and Long Tails: Creative Analytics for Game Design"
Rob Jagnow, Lazy 8 Studios
Founder and CEO
Session:
"Innovating by Breaking the Rules"
Mark Johnson, Focused Apps
Founder
Session:
"The Evolution of Hit Tennis"
Mark Schlichting, NoodleWorks interactive
President
Session:
"Thinking Like a Kid: Designing Award Winning Apps Kids Want to Play With"
Scott Foe, GameFace.me
Chief Creative Officer, Co-Founder
Session:
"Lean Game Design with HTML5 and WebGL"
Josh Lee, Floor is Lava
Game Designer, Developer
Session:
"Exploratory Design for New User Interfaces"
Shailesh Bhat, Clef Software
Founder/CEO
Session:
"7 Guerrilla Tactics to Find Answers for your User Research Questions"
Andrew Ashcraft, Giantsdance Games
Game Designer
Session:
"Comparing In-Game Economies for DragonVale and Tiny Monsters"
Richard Terrell, B.E.S. Studios
Designer, Writer
Session:
"A Crash Course In Innovation"
Roger E. Pedersen, PSI Software Inc
Session:
"Influence the Player Through Psychology Such as Persuasion and Coercion"
Josh Samuels, Raindrop Games
CEO/Studio Lead
Session:
"The making of Arrival: Village Kasike"
Dr. KRS Murthy, Big Data Experts
CEO
Session:
"Video Game Delivered Education and E-Learning"
David Evans, Roar Engine
COO & Jedi Trainer
Session:
"Taking Tried and True Mechanics Social"
Robert van Gool, Gonzo Games
Chief Gonzo
Session:
Elissa Shevinsky, Menagerie Networks
CEO, Co-Founder
Session:
"Monetizing Social Games"
Gregory P. Silberman, Kaye Scholer
Partner
Session:
"Rules of the Game: Intellectual Property for Game Developers"
Heather Logas, UC Santa Cruz
Game Designer
Session:
"Social Responsibility in Game Design"
David Wessman, Polically Incorrect Games, LLC
Game Designer
Session:
"Learning by Doing: Teaching Game Design by Making Games"
Matt Thomas, TotalSynch
CEO
Session:
"Bridging Game Design’s ‘Uncanny Valley’: Paths to the Next Generation of Immersion in Traditional..."
Andrew Hager, Gala-Net
Systems & Engineering Manager
Session:
"Build to win, or build to spend?"
Ruth Polachek, LoopJoy
CEO & Founder
Session:
"Monetizing Mobile Games"
Matt Zitzmann, Kamcord
Co-Founder
Session:
"Mobile Gameplay Recording"
Matt Anderson, Wyrd Miniatures
Producer
Session:
"Kicked Up Crowdfunding: Gamifying Kickstarter"
Justin Gibbs, Wyrd Miniatures
Game Designer
Session:
Peter Kacandes, Bango
Sr. Technical Account and BD Manager
Session:
"Monetizing Games and Apps with Direct Carrier Billing and with Facebook Mobile Credits"
Scott Kim, Sifteo
Creative Director
Session:
"The Process of Creating and Designing Games for a Completely New Game System"
Amit Khanduja, Reliance Entertainment - Digital
Executive Vice President
Session:
"“Designing for Branded IP: Amplifying the User Experience, Enhancing the Brand”
Luis Parra, Press Start Studios
CEO/Games Director
Session:
"How Game Design has Evolved and the Future of It"
Ryan Gerard, Pickmoto
Cofounder
Session:
"Mechanics of Casual Social Games"
Michael Agustin, GameSalad
Session:
"Design Gardening: A Look into the Role of a Product Leader in Games"
Kate Connally, Tadami Video Playground
CEO & Co-Founder
Session:
"Tadami Video Playground"
Rob Carroll, Tapjoy
Director of Publishing
Session:
"Pre-Launch Checklist 101: 5 Things to Not Forget Before Launching Your Mobile Game"
Zoya Street, Gamesbrief
Editorial Assistant
Session:
"Metrics, Benchmarks and Forecasting: The Gamesbrief Free-to-Play Spreadsheet"
Andrew Pearlman, Adrenalytics
CEO and Founder
Session:
"Covering the Bases of Analytics and Monetization"
Bob Heubel, Immersion
Session:
"Creating a Console Gaming Experience for Mobile Using Haptics"
Sessions
"17 Games in 17 Years"
Speaker: Stone Librande, Electronic Arts | Time: 3:30pm - 4:30pm | Room: Gold
"Prototyping the Nintendo Way: Into the Rabbit's Hole"
Speaker: Frederic Markus, LucasArts | Time: 11:00am - 12:00pm | Room: Venetian
As Social and Mobile games continue to evolve, players are being exposed to deeper game systems and features that closely mirror those of traditional games. Of these, one of the most important systems is Quests, which have been a proven system on traditional RPG/MMO's and Social games on Facebook, but haven't seen their true potential on mobile.In this talk, I share what I've learned designing quest and narrative systems for the last few years, and what designers need to know when designing these systems for mobile games.
"Designing Quests and Narrative Systems for Mobile Games"
Speaker: Mitch Zamara, Storm 8 | Time: TBA | Room: TBA
As Social and Mobile games continue to evolve, players are being exposed to deeper game systems and features that closely mirror those of traditional games. Of these, one of the most important systems is Quests, which have been a proven system on traditional RPG/MMO's and Social games on Facebook, but haven't seen their true potential on mobile.In this talk, I share what I've learned designing quest and narrative systems for the last few years, and what designers need to know when designing these systems for mobile games.
"Innovating by Breaking the Rules"
Speaker: Rob Jagnow, Lazy 8 Studios | Time: 10:30am 11:00am | Room: Gold
In this session, we'll hear controversial game design insights from Rob Jagnow, the brain behind the award-winning game Cogs. In his new game, Extrasolar, Rob's small team is breaking established rules in a deliberate attempt to push the threshold of what a game can be. He will explain why some of the design rules exist and why designers should consider breaking them in this clone-saturated market that's driven by first movers. The talk will conclude with simple exercises to encourage innovation that you can start applying immediately.
"Game Design is Business Design"
Speaker: Ethan Levy, FamousAspect | Time: 5:30pm - 6:00pm | Room: Gold
The game industry has changed. A rapid shift is underway as we move from a packaged goods dominated past to a digital, free to play dominated present. More players then ever enjoy the widest range of games of any time in our industry's history. In this new world, the designer’s role has changed dramatically. The successful designers of our digital present are not only masters of fun, but also masters of business models and monetization. This lecture talks about the changing role of game designers and presents case studies of how they can successfully apply business design to their practice.
"RPG Meta-Game"
Speaker: Randy Angle, LudusLabs | Time: 5:00pm - 5:30pm | Room: Crystal
From table-tops to computer games and from action to social, how the mechanics of RPGs can be used in all games to encourage a deeper and more engaging player experience.
"That Magic Moment: When Design and Audio Make Music Together"
Speaker: Dren McDonald, nerdtracks | Time: 9:30am - 10:00am | Room: Venetian
Audio: it's not just for the last month of development anymore! C'mon, you know you play test your game with the sound turned off, everyone does it. And then a call goes out 2 weeks before ship date to find someone to make some sounds. But does that make for a great game experience in the end? Rarely. Early integration of audio in the game design process usually results in an unforgettable game experience, and it doesn't have to inflate your budget either. When the design team and audio team put their heads together a little bit, some magical results might follow. The narrator who describes your gameplay (BASTION), the Tank Zombie music that instinctually increases your pulse (LEFT 4 DEAD), the interactive, immersive score from JOURNEY...those games would feel empty without these audio elements. We'll discuss examples of good audio/design integration and strategies towards an audio approach that will help make your games unforgettable.
"Learning by Doing: Teaching Game Design by Making Games"
Speaker: David Wessman, Politically Incorrect Games, LLC | Time: 5:00pm - 5:30pm | Room: Crystal
It is conventional wisdom that the best way to learn something is by doing it. Relying on his 17 years of experience in the mainstream game industry Professor David Wessman, an instructor at the University of Advancing Technology in Tempe, AZ, prepares his students for the realities of commercial game development by leading them through the entire process of creating modern games for today's market. Students learn about every facet of game development with an emphasis on cross-disciplinary distributed development using the latest tools and agile methodologies.
"The Evolution of Hit Tennis"
Speaker: Mark Johnson & Rob Hunter, Focused Apps | Time: 4:30pm - 5:00pm | Room: Venetian
Mark Johnson and Rob Hunter, a 2-person indie studio, discuss the creation of their 20 million download strong iOS game, Hit Tennis. They will talk about its 3 year evolution, and how game design was shaped by analytics, feedback, and market forces. For us, marketing isn’t something you do after finishing your game, it’s a core part of game design itself.
"Everything I Learned About Level Design I Learned from Disneyland!"
Speaker: Scott Rogers, Walt Disney Imagineering | Time: 2:00pm - 3:00pm | Room: Venetian
Game Designer/Author Scott Rogers reveals his secret weapon for designing levels: Disneyland. Learn how to inject the genius of the Magic Kingdom into your own game designs. Topics include player's thematic goals, pathing techniques, and illusional narrative. From skeletons to trash cans, there’s a lot to learn from Disneyland!
"Uncertainty in Games"
Speaker: Greg Costikyan, Playdom | Time: 1:00pm - 2:00pm | Room: Gold
We try to avoid uncertainty in our everyday lives, but uncertainty is a critical element in games. If there's no uncertainty about path or outcome, the game won't hold our interest. Uncertainty can, however, come from many sources -- random factors, hidden information, difficulty of perception, and strategic complexity among them. In this talk, I will analyze a number of very different games to uncover where they produce uncertainty and why this engages players; discuss many different types of uncertainty; and suggest ways that designers can add depth to their games not only by tuning existing sources of uncertainty, but by adding additional ones.
"Whales and Long Tails: Creative Analytics for Game Design"
Speaker: Stefanie Hels & Christian Godorr, BigPoint | Time: 2:00pm - 3:00pm | Room: French
Today, Daily Active Users (DAU), Monthly Active Users (MAU), and Lifetime Value (LTV) have become clichéd buzzwords in the gaming industry. Free-to-Play analytics, however, require a keen understanding of diverse metrics and methodologies to empower game designers with practical, timely insight. Join Bigpoint’s Director of Analysis, Stefanie Hels, and Creative Director, Christian Godorr, as they illuminate how to leverage methods of analytical creativity with game design, to extend the potential of a project’s lifetime and user engagement. Explore multiple, mixed approaches, and learn to separate signal from noise with a plethora of data types.
"Making the Transition from Console to Mobile and Social Games"
Speakers: Josh Rose & Eric Lindstrom, LudusLabs | Time: 10:30am - 11:00am | Room: Venetian
The Mobile Social Gaming Marketplace is littered with the bodies of games designed and published by Console Gaming expatriates who thought their experience and instincts needed only some tweaking to accommodate a touch interface and a smaller screen with maybe a dash of accelerometer. Josh Rose and Eric Lindstrom of LudusLabs successfully made the transition in the early days of iPhone development and offer a crash course on how to avoid the transitional mistakes that plague game developers who continue to underestimate the fundamental differences between successful console and mobile social games.
"Analytics - An Ingredient To Maximize Revenue"
Speaker: Rick Liu, DeNA | Time: 5:00pm - 5:30pm | Room: Venetian
Rick Liu, a seasoned facilitator, will take the audience into a journey inside game analytics body of knowledge and demonstrate its importance to maximize game revenue. Dashboard and instrumentation is imperative when flying a 747 jumbo jet; equally important, it is the instrument cluster and GPS in our cars when we are driving. How does the game design team know if they have designed a revenue generating game? Nobody can answer this question for certain without analytics. Beginners without prior experience and experts in analytics are all invited to this unorthodox orthogonally facilitated experience. Bring a note pad to take notes and participate. There will not be any powerpoint overhead display.
"Designing Games to Attract a Wider Audience of Females"
Speaker: Brandii Grace, Transform Entertainment | Time: 1:30pm - 2:00pm | Room: French
An expanded version of the incredibly popular Microtalk from IGDA Summit/Casual Connect: "Designing Games to Attract a Wider Audience of Females" uses both psychology studies and market research reports to demonstrate a variety of ways any game can be designed to appeal the fastest growing market of gamers - females.
"Lean Game Design with HTML5 and WebGL"
Speaker: Tony Parisi & Scott Foe (GameFace.me) | Time: 1:00pm - 1:30pm | Room: Crystal
HTML5 and WebGL have emerged as a viable platform for developing high production value, no-download games. This session with game industry and web veterans Scott Foe and Tony Parisi will show how to design a game from the ground up using HTML5 and WebGL in a Lean Game Development process. The session will focus on risk management through low-inventory game design and judicious use of outer methodologies. The presenters will demonstrate a simple game designed using techniques that include 3CAD tuning (Camera, Character, Control and Art Direction) and then briefly summarize how to continue to develop a product while employing lean design techniques through minimum viable product and beyond.
"A Crash Course In Innovation"
Speaker: Richard Terrell, B.E.S. Studios | Time: 1:00pm - 1:30pm | Room: French
Innovating in game design is tricky. It can be as simple as making the smallest player interaction more consistent, or it can be as grand as redefining a genre. Innovation doesn't guarantee financial success, a quality product, or imitators. In this workshop l explain why designers should care about innovation and the method I use to refine, repair, and innovate. This isn't a light hearted, feel-good thought piece. It's time for a game design gut check.
"Legal Issues for Video Game Developers"
Speaker: Ross Dannenberg, Banner & Witcoff | Time: 9:30am - 10:00am | Room: French
Every game design conference needs one attorney, right? Video game design and development relies heavily on intellectual property (patents, copyrights, trademarks), and is fraught with other legal issues as well. Ross will discuss issues designers and developers encounter during the design/development process, including contractor agreements, employment issues, intellectual property, licensing, and any other legal issue YOU want to discuss. Session format will be interactive Q&A lecture, so come and learn regardless of whether you have a specific question or just want to be aware of the general legal issues you may encounter. Discount codes will be available at the session for Ross’s book: The Legal Guide to Video Game Development.
"Video Game Delivered Education and E-Learning"
Speaker: Dr. KRS Murthy, Big Data Experts | Time: 4:30pm - 5:00pm | Room: Crystal
Dr. KRS Murthy's Key Note presentation expounds the advantages, substantiating the perfect fit of video games for adapting and re-purposing them for education vertical. The author argues that the most important advantage of a gaming platform to use in education and e-learning vertical is that the video games are inherently engaging, highly interactive, a personal experience, very relaxing and fun to the players, which places the players minds in an excited mental state, making it the best opportunity to strategically embed education contents. In such a unique frame of mind, the player is playing the game to win, yet enjoying the challenge. That frame of mind is also the best suited to learn, not just passively as in reading a book, but actively learn. The frame of mind is also the best to remember the educational contents presented to the player.
"Game User Research is for Game Design!"
Speaker: Sara Romoslawski (Sifteo) & Marina Kobayashi (Electronic Arts) | Time: 4:30pm - 5:00pm | Room: Crystal
All games require a player. Ensuring that players understand a game’s mechanics, puzzles, and story through playtesting allows development teams to carry an initial game design from conception to an amazing experience. Sarah and Marina will share their proven methods for conducting games user research. They will discuss playtesting with gamers of vastly different ages (7 – 77 years old) as well as testing games designed for different platforms and genres. By showcasing that playtesting has to zoom out from the game itself and consider the context of the target audience, platform and genre, Marina and Sarah will provide attendees with a toolkit for acquiring useful games user research data so that they can design the best games possible.
“Rules of the Game: Intellectual Property for Game Developers”
Speaker: Gregory Silberman, Kaye Scholer | Time: 11:00am - 12:00pm | Room: Crystal
This workshop will provide game developers with an overview of intellectual property law in order to allow them to protect their games and make sure they do not infringe the rights of third parties. The presentation will focus on the implications of trade secret, trademark, copyright and patent law to game developers and publishers. The goal of the presentation is to enable developers to make informed decisions about the intellectual property embodied in the games they are developing and to avoid common mistakes.
"Social Responsibility in Game Design"
Speaker: Heather Logas, UC Santa Cruz | Time: 3:30pm - 4:30pm | Room: French
You don't have to make a game about famine or global warming in order to have a positive impact on the world. This talk will define and discuss socially responsible game design and give designers tools to bring more social consciousness to their own projects, no matter what those projects might be.
"Going Rogue - Game Design Freelancing 101"
Speaker: Aaron Cammarata, voidALPHA | Time: 9:00am - 9:30am | Room: Venetian
Freelance Game Designers have a unique set of challenges above the standard issues involved in contracting. In this talk, I share what I learned making a living as a freelance designer in the SF Bay Area, with a heavy emphasis on the issues specific to Game Design. I will try to quickly cover the basics of contracting, and then spend the majority of the talk focused on issues unique to our field. You'll go home with a new batch of 'cheat codes' - shortcuts or hidden gems that I discovered - for you to use in launching or growing your own freelance Design career.
"Identifying a winning idea for developing a successful game or application"
Speaker: Catherine Delcin, Delcin Consulting Group | Time: 4:00pm - 5:00pm | Room: Fountain
Most of us would like to be responsible for creating the next Angry Birds or Call of Duty Franchise. Unfortunately, many of our ideas fall short. What is the common thread between the most successful games and applications? It starts with the ideology. This session will help you strategize to identify your winning idea for success.
"Designing RPG's for Mobile"
Speaker: Mike Lu, Gree | Time: 9:00am - 10:00am | Room: Gold
Role playing games has been around for as long as video games has been around. I'd like to cover how this traditional game design has translated to the current mobile platform.
"Designing for Branded IP: Amplifying the User Experience, Enhancing the Brand"
Speaker: Matt Allmer, BigPoint | Time: 11:00am - 12:00pm | Room: Gold
“Designing for Branded IP: Amplifying the User Experience, Enhancing the Brand,” and in the talk I would share specific data and examples about the design and development for the Branded IP. In this session we would discuss how to work with Branded IP if you have or havent had success with your own IP.
We will share our experience of working with brands' like Real Steel, F1, Total Recall, Tom Hanks Electric City, etc. and how to design the core loop to sustain your games as the top game in Appstore even after the launch 14 months later. We would share few of the secrets for how we’ve maintained "Real Steel" popularity for so long, especially given that most games based on movie IP have traditionally had short shelf lives.
"Changing the Way We Learn Business ...with a Casual Video Game"
Speaker: Cristian Mitreanu, OFMOS | Time: 3:30pm - 4:00pm | Room: Garden
The idea here is that the business body of knowledge and, subsequently, the education does not clearly capture the business big picture. And that creates some problems at the individual as well as societal level. My proposed solution: a casual video game that promises to address these challenges.
"Thinking Like a Kid: Designing Award Winning Apps Kids Want to Play With"
Speaker: Mark Schlichting, NoodleWorks Interactive | Time: 2:30pm - 3:00pm | Room: Crystal
What makes an interactive experience compelling for children? What turns a simple click or tap into a magical interchange? Truly engaging interactive content for children is a blend of psychology and technology that listens and responds to kids. To create great products for children designers need to understand the value of intrinsic play, dynamics of attention, and strategies for continued engagement. Knowing what delights and excites a child’s imagination allows designers to deliver a satisfying experience that brings kids back again and again for more.
In this lively talk and demonstration long-time children’s interactive design specialist Mark Schlichting (Shh-lick-ting) will share some of his best secrets for creating award winning content that invites kids to play and keeps them engaged. He will discuss “kid informed” design, calling in the Muse, the hook of surprise, the power of play, “It’s Alive!”, and other great tips for creating engaging and magical content for kids.
"Leading the Design Without Being the Lead Designer"
Speaker: Marcus Montgomery, Backbone Entertainment | Time: 9:00am - 9:30am | Room: French
We’ve all had trouble with stalled design decisions or misdirected design intent. Lack of direction stalls production and is draining on morale. In these times, we are not all in positions to push design forward, or are we? How can we as supporting designers help the creative leadership remove these blockades? This talk will cover how to assess common design challenges and suggest tactics on how to overcome them while supporting the creative leadership.
"Making Cross Platform Games in Haxe NME"
Speaker: Jon Slenk, Duff Research | Time: 4:00pm - 4:30pm | Room: Crystal
A talk giving people an overview and then some intimate details about how to make a cross platform game using the programming language Haxe and the NME toolkit. A simple game will actually be created on the fly and run on Mac OS X, Android, and iOS.
"Influence the Player Through Psychology Such as Persuasion and Coercion"
Speaker: Roger E. Pedersen, PSI Software Inc. | Time: 1:00pm - 2:00pm | Room: Fountain
How a game designer could through mechanics "influence the player through psychology such as persuasion and coercion." Designers of interactive games present the player with challenges such as obstacles, puzzles and intelligent enemies. Could the game designer use common methods of persuasion and coercion such as propaganda, brainwashing, peer pressure, subliminal messaging pressure under time constraints and self-sacrifice in the design to control and motivate the player and their decisions; even decisions that the player would not normally agree with or make? (Based on my Masters thesis)
"Designing a New Generation of Interactive Table Games"
Speaker: Aditya Dayal, ThrowMotion Inc. | Time: 5:00pm - 6:00pm | Room: Fountain
We have designed and created a unique table game that combines complex mechanical controls with sensors and software. An accompanying mobile App + tablet allow users to personalize and customize the game experience. We're getting ready to place Beta units this fall. My talk will be cover the process by which we designed and, more importantly, tested our assumptions about the game via game nights on our Alpha prototype. How we incorporated user feedback into the hardware and software. I will also talk about some of the unique challenges of integrating the software and hardware...What went really well and what we'd do differently the next time around.
"Taking Tried and True Mechanics Social"
Speaker: David Evans, Roar Engine | Time: 10:30am - 11:00am | Room: Fountain
Zynga didn't start by developing a Poker game by accident. It was a deliberate attempt to learn about translating successful game mechanics to the social web.
When we started working with Halfbrick's Six Foot Kid studio on the publishers first social game, BandStars, we wanted to take a leaf out Zynga's book. We identified Kairosoft's Game Dev Story as having mechanics with great potential for a social game. The engagement hooks were there so the process of design was about trying to find a few opportunities for social mechanics and freemium monetization. To ice the cake, we layered in a more mass market theme: the music industry.
"The Making of Arrival: Village Kasike"
Speaker: Matthew Kagle & Josh Samuels, VacuumGenesis & Raindrop Games | Time: TBA | Room: TBA
What is it like to design a game that is historically accurate yet fun? What are some pitfalls to avoid and good practices to bring your project to the finish line with a minimal budget? This session looks at the process the Arrival: Village Kasike development team went through coming up with a design for a fun, historically accurate game. We then cover lessons learned in the development process.
"The Process of Creating and Designing Games for a Completely New Game System"
Speaker: Scott Kim & Dave Merrill, Sifteo | Time: 2:00pm - 3:00pm | Room: Fountain
Scott joins Sifteo President Dave Merrill for a 15 minute lightning talk on the process of creating and designing games for a completely new game system. Scott and Dave will discuss what inspires them in the game design process, and delve into the challenges and rewards of working for/running a video game start-up.
"How Game Design has Evolved and the Future of It"
Speaker: Luis Parra, Press Start Studios | Time: TBA | Room: TBA
I will talk about the new challenges Game Designers have to face the new trends and platforms in the game industry, is not the same to design for a touch and mobil device than for a pc or console with traditional controls, also game design with the free to play system has change into a marketing strategy inside the game making the design of a game more complex and challenging.
"Mechanics of Casual Games"
Speaker: Ryan Gerard, Pickmoto | Time: 11:00am - 12:00pm | Room: Fountain
There is a relatively new type of game that has taken hold across the world: casual games. This class of game includes Words with Friends, Draw Something, and Scrabble, and these games have seen adoption by millions of users, and are making millions of dollars. My talk will discuss the properties of casual games, the psychology behind what makes these games popular with the public, and the social aspects of casual games that can make them incredibly viral. Lastly, I will touch on Pickmoto, a casual game for sports fans that I'm currently working on for NFL season.
"Social Gaming Is (in) The House"
Speaker: Kevin Park, Cogswell Polytechnical College | Time: 4:00pm - 5:00pm | Room: Fountain
Often game design and development are hard because we tend to be in awe of things we do not understand well, or we think are complex. We believe we are building new worlds and new experiences, which is often true, but those implementations often have aspects of things we can and do understand very well (think of how many interesting dishes you can make from the same three ingredients and common household spices). Rather than fumble around with unknowns, if we can relate our actions and desired outcomes with something we can easily imagine, and even verify, the tasks and paths ahead become clearer.
By using specific comparisons and concrete examples, we can draw parallels between the design, feature-prioritization, testing, release, re-skinning, and maintenance of a social game and the preparation of a house for a special event, like a visit from distant relatives or a party. The type of game determines the size and type of house, as well as the type of event, but this basic ability to relate something less well-known with something familiar is critical to efficient success.
It is surprising how many game studios miss the basics by focusing on how different what they are making is from anything people have ever tried or seen when understanding the commonalities can make their differences stand out more clearly.
"Design Gardening: A Look into the Role of a Product Leader in Games"
Speaker: Michael Agustin, GameSalad | Time: 11:00am - 12:00pm | Room: Fountain
In every project exists two seemingly opposing goals.
"Kicked Up Crowdfunding: Gamifying Kickstarter"
Speaker: Matt Anderson & Justin Gibbs, Wyrd Miniatures | Time: 1:00pm - 2:00pm | Room: Fountain
As as an independent games studio, crowdfunding is an indispensable option for bankrolling your next project. Kickstarter has developed a number of familiar tools that work to engage a community, including rewards, stretch goals, and updates. Here are suggestions on taking your Kickstarter to the next level -- applying gamification to engage people in your universe earlier, retain trendsetters, increase funding levels, and emotionally invest your audience.
"Monetizing Social Games"
Speaker: Elissa Shevinsky, Menagerie Networks | Time: 4:00pm - 5:00pm | Room: Fountain
Social gamers can be hardcore or casual, and driven by motivations ranging from casual socializing to hardcore achievement or revenge. Using examples from popular social games, we'll look at the connection between gamer motivations and best practices for game monetization.
Other factors for deciding how best to monetize your social game will also be considered, with time for audience Q&A.
"An Introduction to Casino Gaming"
Speaker: Anthony Farmer, Cantor Gaming | Time: TBA | Room: TBA
A quick recap of casino gaming's history and a brief glimpse into its future.
"From Download to Domination: Engaging Mobile App Users with Analytics and Targeting"
Speaker: Anton Commissaris, Apsalar | Time: 5:00pm - 6:00pm | Room: Garden
There’s a mindshare war going on in mobile. As the average number of mobile app installations per user increases year over year, the average amount of time users spend in each app has been known to decrease. For mobile app developers and marketers, it’s becoming increasingly challenging to capture a share of those sessions. In today’s state of mobile, measuring and optimizing for app installs is no longer enough. We’ll discuss ways to move beyond the download and take charge of the entire user lifecycle: from acquiring the right users, to analyzing those users effectively, and finally re-marketing to your high value users to monetize and increase lifetime value.
"Tadami Video Playground"
Speaker: Kate Connally, Tadami Video Playground | Time: TBA | Room: TBA
Tadami Video Playground is a user-generated video platform with a unique angle and focus. Our platform provides a rich set of frameworks and live special effects for games and activities with video on mobile devices. (Think "DrawSomething" with video, or 2D Kinect-- no hardware required.)
Using applications built on the Tadami framework, users literally watch themselves interact with animations, special effects on a live screen of a tablet or handset. Short videos are saved and shared, to create an asynchronous social experience.
We developed our own proprietary motion detection software (ShadowTouch) and our own method of foreground-background separation, specifically for mobile devices with a single camera. Together these technologies offer developers a rich palette of interactive video features. Applications range from charades, music and dance games, greeting cards and education.
We are looking for inspired, creative developer teams to innovate new styles of immersive video-based gameplay.
Our website is http://www.tadamiplayground.com. Our first application showcasing the Shadow Touch technology is available outside the US via iTunes.
"Creating a Console Gaming Experience for Mobile Using Haptics"
Speaker: Bob Heubel, Immersion | Time: 10:30am - 11:00am | Room: Garden
Touchscreens have become the default UI in mobile devices, but with their adoption, the lack of tactile feedback is a common complaint. The best gameplay is multi-sensory – HD graphics and quality sound are no longer sufficient to stand out from the crowd of mobile games. Bob will talk about satisfying today’s mobile gamer by using lessons learned from the console space, specifically, about using haptic feedback for greater fun and engagement. Haptics let players feel what is going on – powering intuitive experiences that delight. Console gaming has long included “rumble” feedback to engage players with this sense of realism. With the explosive growth in mobile gaming, Android developers can now offer similar effects in mobile games by leveraging new free tools and solutions that easily integrate this feedback into their designs.
"User Retention and Engagement"
Speaker: Wally Nguyen, Pocket Change | Time: 4:00pm - 5:00pm | Room: Garden
It seems that the majority of the market, both from the developer/publisher and service provider sides, are focused on the top and bottom of the funnel: new user acquisition and monetization.
However, with skyrocketing marketing costs on user acquisition, and an everlasting fickle market overwhelmed with free to play games that diminish monetization; the most cost effective means to making money (if not saving money) is through effective user retention and engagement.
"Monetizing Games and Apps with Direct Carrier Billing and with Facebook Mobile Credits"
Speaker: Peter Kacandes, Bango | Time: 1:00pm - 2:00pm | Room: Garden
Most game developers are very interested in how to monetize their game content, yet are unaware of the opportunity to charge for their games or in app credits/goods via mobile operator billing. For example, Facebook recently launched mobile operator billing as a new option for developers to charge for content in their games, leading to much higher purchase conversions due to the simplicity of operator billing. This talk will discuss the different options of incorporating operator billing into games whether native or HTML5, desktop or mobile.
"Build to Win, or Build to Spend?"
Speaker: Andrew Hager, Gala-Net | Time: 9:00pm - 10:00pm | Room: Garden
I will discuss the two primary methods of monitization/IAP: necessary, and optional. Both methods have distinct pros and cons; through the course of the event, we will discuss examples, motivations, proper use scenarios, and the possibility of a "middle ground".
"Monetizing Mobile Games"
Speaker: Ruti Polachek, LoopJoy | Time: 1:00pm - 2:00pm | Room: Garden
Trends and new platforms - and how they tie into game design (including our own LoopJoy platform and other platforms in the field offering similar Monetization options).
Old fashioned methods versus new trends: in-app purchases and game design - virtual goods versus real world products. As tied into game design.
"Mobile Advertising Best Practices for Game Developers"
Speaker: Ryan Merket, InMobi | Time: 11:00am - 12:00pm | Room: Garden
You’ve built a great mobile game. Now you need to promote it, but how? While PR, viral marketing and game reviews are vital to your marketing strategy, they can’t deliver consistent results like mobile advertising can.
Join InMobi as we take you through the fundamentals of mobile advertising for games. We discuss all aspects, including how to make great mobile creative, what are the best targeting options and markets. We will also share our formula to calculate LTV (Life Time Value), so you can better optimize your spend, all from real world examples as case studies.
"Pre-Launch Checklist 101: 5 Things to Not Forget Before Launching Your Mobile Game"
Speaker: Rob Carroll, TapJoy | Time: 3:30pm - 4:00pm | Room: Crystal
During this session we’ll review 5 often overlooked components that developers should have in place before they launch their app. This session will review important metrics, features, new user flow, game reviews and distribution. In addition to the presentation there will be an extended Q&A session at the end for developers to get their mobile launch questions answered.
"Bringing Mobile Gaming to the Big Screen"
Speaker: Michael Bergen, MHL Consortium | Time: 11:00am - 12:00pm | Room: Garden
MHL technology is an HD audio and video standard backed by industry leaders Nokia, Samsung, Sriilicon Image, Sony and Toshiba that allows the television to display what's on the phone. No longer do you need to strain your eyes to play your favorite games on the tiny screen of your handheld device. Instead, MHL technology allows mobile gamers to play on a TV using an MHL-enabled mobile device. Acting as the game console or controller, an MHL-enabled mobile device makes today's popular single-player games into a social experience. And don't worry about draining your battery, the TV provides a power back charge to your handheld so the device is always fully charged and ready to go.
"Activity Advertising: Native In-Game Monetization"
Speaker: Tyson Daugherty, Appssavvy | Time: 10:30am - 11:00am | Room: Garden
Ad model innovation is created when an ad model is aligned with the consumer use case of the channel or platform. Paid search is native to organic search, Sponsored Stories is native to key Facebook use cases, Promoted Tweets is native to Twitter and the :30 second ad spot is native to TV. Activity Advertising is native to Gaming. It’s still early innings, but Activity Advertising is proven among leading game developers and publishers as well as top advertisers. Activity Advertising is increasing daily ARPU for U.S. audiences by $.01 - $.02. Tyson Daugherty of adtivity by appssavvy will discuss the “When” and “How” of Activity Advertising, share some success stories and outline ROI scenarios for integrating activity advertising in your games.
"Designing Mobile Games for the Freemium Audience"
Speaker: Nick Black, CloudMade | Time: 5:00pm - 6:00pm | Room: Garden
It used to be that a game developer's top problem was building an awesome game that players would love. Not anymore. Now, as well as create a killer game, developers must find a way to monetize their creation without upsetting their users. To add to the difficulty, there are a ton of different monetization options out there, all promising to make you rich overnight. Tough choices to make.
But game developers are missing the biggest monetization opportunity of all. Their players are mobile - literally. Today mobile gamers are playing everywhere - on the bus, at the cafe, in-line at the supermarket, whilst waiting for a haircut. The one thing that mobile users have a plentiful supply of is mobility.
And it doesn't stop there. Retailers - like coffee shops, clothes stores, fast food chains, electronics stores and so on - are looking at the many millions of mobile gamers out there. They want part of the action. They want those users in their stores. In fact, big retail brands will pay big bucks to advertise to mobile gamers. Its the mobile game developers and publishers who stand to benefit the most from this retail marketing bonanza, attracting huge chunks of the $21Bn annual retail advertising spend.
This talk will cover:
"Covering the Bases of Analytics and Monetization"
Speaker: Andrew Pearlman, Adrenalytics | Time: 4:00pm - 5:00pm | Room: Garden
We all know that analytics are essential to the success of a new title but at the end of the day what do we really need to look at? This session will go over the top three actionable metrics and reports which allow designers to optimize their games without burning too many cycles. We'll also talk about the psychology behind making IAP enticing to players and ways to increase revenue without damaging the user experience.
"Design Social Sharing Features To Grow Your User Base via SMS"
Speaker: Terry Hsiao, Hook Mobile | Time: 2:00pm - 3:00pm | Room: Garden
Discoverability and social sharing has become a key to app growth and sustainability with 2 million apps across the app stores fiercely competing for user downloads, engagements, and pocket books. Even with the social Facebook, Twitter, and email integration, developers are still paying $1.60 to $7+ per new user for apps free! Game developers and publishers are desperate to find new ways to make money, grow users, and cut costs.
SMS is the most popular form of communication amongst users, generating a 98% read, open, and response rate vs. Facebook (16%), Twitter (19%), and email (12%). Through SMS, developers can empower their users to invite their friends to download or play with their mobile address book friends, an untapped social graph.
Hook Mobile’s CEO, Terry Hsiao will walk through how to incorporate SMS to existing social and mobile ad network strategies, grow MAUs virally, and cut acquisition costs significantly through SMS invitations.
“Building a Giant Snowball Without iTunes, Facebook, Steam, Microsoft etc.”
Speaker: John Shedletsky, ROBLOX | Time: TBA | Room: TBA
We launched ROBLOX when "Facebook games" meant selling your friends. A lot of people today are building apps that live inside the iTunes, Google, or Facebook ecosystems. Building a community dedicated to your game outside of these gatekeepers is still a very viable strategy. Instead of leveraging a social network, we built our own around our game. We made this decision very early and we have never looked back. 8 out of 9 ROBLOX users find us through word of mouth (as opposed to through paid marketing), stats like these are hard to come by, but I suspect this is incredibly good. Our average active user plays 7 hours a week. In the kids demographic, we are the most popular game site on the internet in terms of time spent, by an order of magnitude, compared to our closest competitor which is Nickelodeon.com (comScore). We can only do it because we own the platform from top to bottom, and the social network.
"Data-Driven Design"
Speaker: Brendan Burke, Playnomics | Time: 5:00pm - 6:00pm | Room: Garden
Discussion on how web and mobile game design is evolving and now increasingly influenced by big data. Through predictive algorithms and data mining techniques, designers can access information about player behaviors, desires, and habits that drive feature design and gameplay mechanics. The result being - players the engage more frequently and for a longer period of time because the game is designed around the gameplay preferences.
"Mobile Gameplay Recording"
Speaker: Matt Zitzmann, Kamcord | Time: 2:00pm - 3:00pm | Room: Garden
I'd like to talk about mobile gameplay recording. My company, Kamcord, has built a solution that allows users to record, replay, and share a video of their gameplay on Facebook, Twitter, and YouTube. We've built an easy-to-use SDK for developers and many games will be going live with our technology soon. This is a brand new marketing channel that mobile game developers should really consider tapping into since it will be completely free!
"Metrics, Benchmarks and Forecasting: The Gamesbrief Free-to-Play Spreadsheet"
Speaker: Zoya Street, Gamesbrief | Time: 4:00pm - 5:00pm | Room: Garden
The GAMESbrief free-to-play games spreadsheet is a simple but powerful way of maximizing revenue from an online game. This forecasting tool monitors six key metrics to identify what obstacles are holding your game back. In this talk Editorial Assistant Zoya Street shares the benchmarks we've been tracking from the free, social and mobile gaming spaces. Learn how different games perform, how results vary across different design strategies, and why it's really annoying when game directors brag about their massive conversion rate.
Venue
950 Mason Street
San Francisco, CA
What: Game Design Conference
Where: THE FAIRMONT SAN FRANCISCO @ 950 Mason Street, San Francisco, CA
When: Monday September 17, 2012
Time: TBA
Directions
Driving from South Bay
Walking from Montgomery BART
Schedule
(Be sure to check back for schedule updates)
Mouseover or Tap the edges to scrollAbout Us
What is the Game Design Conference?
The Game Design Conference was created to give game designers a place to gather and learn from each other. With a number of varying and expanding approaches, tools, best practices, and advice to be had, there's a lot of new information to wrap your head around. And the best way to learn is to spend time with people who are actually working as game designers, perfecting their craft and bestowing their knowledge to you.
The Game Design Conference provides a variety of forums for learning, from workshops and sessions with experts to the in between, where attendees informally connect and share questions, knowledge, and perspectives with their peers.
The Game Design Conference team is also responsible for:
The HTML5 Developer Conference has grown to become the highest attended HTML5, JavaScript, and Web Development conference in the world. Providing tracks on Javascript, HTML5, Apps & Games, client, server, and mobile. HTML5DevConf boasts renowned speakers & leading edge sessions at the most developer friendly price on the planet!
Game Dojos is a rigorous 3 month session of hands-on workshops, seminars, and mentorship with the leading producers, designers, developers, marketers, distributors, and investors in the industry. They provide your team with free or subsidized options for bay area work space and funding assistance options. Game Dojos has been honored with extremely strong responses from veterans with arrays of games and millions of downloads, creative young startups, as well as innovative and worthwhile platforms and tools.
The Bay Area Game and App Development Group is a place to grow and present your games and apps and related tools and platforms. Find other game developers for your projects. Get or give advice on design, funding, art, technical architecture, careers for your game or application. Find cohorts and support for your plans for your game or app to take over the world!
The International Game Developers Association is the largest non-profit membership organization serving individuals who create video games. We bring together developers at conferences, in local chapters and in special interest groups to improve their lives and craft. The Silicon Valley & San Francisco IGDA chapter is dedicated to improving developer lives through community, professional development, advocacy and fun.
At the Game Design Conference you will have the opportunity to:
Who should go to the Game Design Conference?
We encourage all those involved in designing games to attend. Whether you've just completed the next hot mobile game, make mind bending board games, or you're dipping your toes in the water as you embark on your game design career. The Game Design Conference is a place for all to gather to foster and share creativity. Hear great talks, meet great people, see great games.
Melody Schaeffer
Producer
Jonathan Lancaster
Web Designer
Andrew Severns
Associate Producer
Ann Burkett
CEO
Ellis Kim
Project Manager
Social Media Specialist
Tomoya Katagi
Web Developer