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10 Things We Learned at GDC San Francisco Barry Whitley Highwinds Solutions Engineer Donna Hipp Highwinds Solutions Engineer Nathan Pendley Highwinds Solutions Engineer
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10 Things We Learned at GDC San Francisco

Jan 15, 2015

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3 members of the Highwinds team put together the Top Ten things they learned while attending GDC in San Francisco this year. Enjoy!
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Page 1: 10 Things We Learned at GDC San Francisco

10 Things We Learned at GDC San Francisco

Barry Whitley Highwinds

Solutions Engineer

Donna Hipp Highwinds

Solutions Engineer

Nathan Pendley Highwinds

Solutions Engineer

Page 2: 10 Things We Learned at GDC San Francisco
Page 3: 10 Things We Learned at GDC San Francisco

Latin America is the fastest growing market in gaming.

42% of the population is connected, with an annual growth of 20%. 62% of their users are between 15 and 34.

Julian Migura Director of Business Development - UOL

Page 4: 10 Things We Learned at GDC San Francisco

Getting featured is the number one way to get paid games to be successful.

Nathan Vella Co-founder & President - Capybara Games

Page 5: 10 Things We Learned at GDC San Francisco

What makes small and early stage startups successful? The answer: energy, iteration, keep up the funnel of new users, endless playability that is socially connected, be able to measure success, and don’t put lipstick on a pig.

Margaret Wallace CEO - Playmatics Daniel Bernstein CEO - UpTap

Page 6: 10 Things We Learned at GDC San Francisco

Updates and new content are an incredibly important way to keep your downloads high and keep everyone interested in your game.

James Vaughan CEO – Plague Inc

Page 7: 10 Things We Learned at GDC San Francisco

It is more important than ever to do a staged roll-out.

Paul Winterhalder CDO - bitHeads and playBrains

Page 8: 10 Things We Learned at GDC San Francisco

The average player downloads 1-5 games and plays 1-3 hours a week.

Jussi Laakkonen CEO - Applifier

Page 9: 10 Things We Learned at GDC San Francisco

Mobile players want stable, fast games, and are not as concerned with an integrated story.

Patrick Mornan Creative Director – Disney Interactive

Page 10: 10 Things We Learned at GDC San Francisco

Don’t get too attached or entrenched with anything. You have stay nimble and ready to change.

Ian Marsh CEO - nimblebit

Page 11: 10 Things We Learned at GDC San Francisco

It should only take 7 days to prototype a game. It’s about 1 month for polish for every 1 day of prototyping.

Devin Reimer CTO - Owlchemy

Page 12: 10 Things We Learned at GDC San Francisco

Mobile gaming is growing faster than PC did in early 2000’s.

Josh Klint CEO & Founder – Leadwerks Software

Page 13: 10 Things We Learned at GDC San Francisco

What is the Game Delivery Network? Visit the GDN customers page to read how successful game companies like Valve - Steam, Online Warmongers, U4iA Games, Funcom, GameFly and Penny Arcade are leveraging the GDN today.

Visit www.highwinds.com/GDN to learn more!

10 Things We Learned at GDC San Francisco