2009 Conference Highlights
Ways to Succeed in an Unstable Economy
Creating, Maintaining and Realizing Value for a Videogame Business
Speaker: Mitch Lasky (Benchmark Capital)
This session will examine how video game companies generate value as enterprises. We will examine the fundamentals of value in a creative business, and talk about specific ways to improve your chances of realizing value in a sale, merger, or financing, using specific examples and anecdotes from the speaker’s 15 year career buying, selling and financing video game businesses.- Early Stage Funding for Video Game Start Ups
Speaker: Matthew Le Merle (Gameplay Holdings and Keiretsu Forum)
This session focuses on how independent developers and gaming start-ups should go about the challenge of acquiring early stage funding. It involves a discussion of what works, what does not, and how companies can bridge the gap to VC funding. - Stability in Stormy Weather
Speaker: Albert Reed & Bill Reed (Demiurge Studios)
Small and mid-sized game development studios are notoriously forced to rapidly shrink and expand. The speakers will share proven strategies that can
Raising Capital In A Recession
Speaker: Chris Kauza (Soltus Group)
Raising capital in good times is hard enough, but what can you do when you find yourself in the middle of a recession? We will show you how to creatively apply a disciplined approach for funding your company, and also show you how to be more strategic when approaching potential investors.- My Lessons Learned from Flagship Studios
Speaker: Stephen Goldstein (Flagship Studios)
The spectacular rise and fall of Flagship Studios, developers of HELLGATE: LONDON, acts as a cautionary tale for all independent developers. Join this hour-long talk that focuses on lessons learned as well as recommended strategies to help developers avoid an untimely demise. - From Bungie to Bootstrapping – Starting an Independent Developer
Speaker: Max Hoberman (Certain Affinity, Inc.)
Find out what's involved in starting a development studio, what some of the less obvious challenges are, and how Certain Affinity has managed to overcome them while learning a few lessons along the way.
Profitable Development via Creative Accounting (And by Creative, we Mean Financially Sound!)
Speaker: Chris Charla (Foundation 9)
This session focuses on how and why independent developers waste money while making games - specifically focusing on financial versus production mistakes - and how to rectify the situation to increase profit through proper planning, specific account methods, and strong management.- Have You Got Perfect Pitch?
Speaker: John Cook (Bad Management), Lee Jacobson (Midway Home Entertainment Inc.), Sebastien Motte (Microsoft Game Studios), Michael Denny (SCEE), Dan Winters (Activision)
This panel aims to give solid practical advice to developers on the hunt for a game deal. How do you get a meeting with The Powers That Be in a publishing company? Then how do you impress the hell out of them if you get that golden opportunity to give them your, hopefully, Perfect Pitch? Four grizzled A&R veterans with decades of industry experience will tell you how it really is on the front line and give you their top dos and don'ts for the developer hoping to impress.
Riding the Waves of Change: How Video Game Companies Can Flourish in an Environment of Relentless Volatility and Flux
Speaker: Gerri Sinclair (Great Northern Way Campus), Tarnie Williams (Relic Entertainment), Howard Donaldson (Disney Interactive), Dave Fracchia (Radical/Activision), Bradley Crooks (Headstrong Games)
The Game Industry is in constant flux and flow: to be successful in this industry one must learn to contend not just with a changing market, but technology, educational demographics, workers´ skill-sets, but even changes within companies through mergers, acquisitions, and all-out take-overs.
Sessions at the GDC are divided into tracks, generally according to the subject discipline such as programming or art. This year's GDC Tracks include the following:
Game Design Track Highlighted Sessions:
Media Molecule: 'Winging It' - Ups, Downs, Mistakes, Successes in the Making of LITTLEBIGPLANET
Speakers: Alex Evans & Mark Healey (Media Molecule)- Creative Career or Grueling Job? Staying Passionate about Our Craft in the Games Business
Speaker: Don Daglow (Don Daglow Interactive Entertainment)
- Nuances of Design
Speaker: Jonathan Blow (Number None, Inc.) - The Cruise Director of AZEROTH: Directed Gameplay within WORLD OF WARCRAFT
Speaker: Jeffrey Kaplan (Blizzard Entertainment)
View Advisory Board recommended sessions here.
Learn more about the Game Design Track here.
Production Track Highlighted Sessions:
DEAD SPACE: How We Launched the Scariest New IP
Speaker: Chuck Beaver (Electronic Arts Redwood Shores)
- He Who Ships, Wins: Producing GEARS OF WAR 2
Speaker: Rod Fergusson (Epic Games)
- The LITTLEBIGPLANET Jam
Speakers: Siobhan Reddy & Kareem Ettouney (Media Molecule) - The Iterative Level Design Process of Bioware's MASS EFFECT 2
Speakers: Corey Andruko & Dusty Everman (BioWare)
View Advisory Board recommended sessions here.
Learn more about the Production Track here.
Business & Management Track Highlighted Sessions:
- From Bungie to Bootstrapping – Starting an Independent Developer
Speaker: Max Hoberman (Certain Affinity, Inc.)
- My Lessons Learned from Flagship Studios
Speaker: Stephen Goldstein (Stubbs Alderton & Markiles, LLP)
- Riding the Waves of Change: How Video Game Companies Can Flourish in an Environment of Relentless Volatility and Flux
Speakers:Gerri Sinclair (Great Northern Way Campus), Tarrnie Williams (Relic Entertainment), Howard Donaldson (Disney Interactive), Dave Fracchia (Radical/Activision) - When Publishers Won't Let Go: Signing Away Rights to Future Games
Speakers: Stephen Rubin (Law Office of Stephen Rubin)
View Advisory Board recommended sessions here.
Learn more about the Business & Management Track here.
Programming Track Highlighted Sessions:
On the War Path: Tactical AI in DAWN OF WAR 2
Speaker: Chris Jurney (Relic Entertainment)- Directing the Prince Of Persia Camera: A Sustainable Development Approach
Speakers: Jonathan Bard (Ubisoft Montreal) - STAR OCEAN 4: Flexible Shader Management and Post-Processing
Speaker: Yoshiharu Gotanda (tri-Ace Inc.) -
Technology Directors Roundtable
Speaker: Julian Walshaw-Vaughan (EA)
View Advisory Board recommended sessions here.
Learn more about the Programming Track here.
Visual Arts Track Highlighed Sessions:
Creating First Person Movement for MIRROR'S EDGE
Speakers: Tobias Dahl & Jonas Aberg (DICE - EA)- Art Directing Horror and Immersion in DEAD SPACE
Speaker: Ian Milham (Electronic Arts Redwood Shores) - Cinematic Next-Generation Action NARUTO: Ultimate Ninja STORM - In-Game Artwork and Beyond
Speakers: Hiroshi Matsuyama & Seiji Shimoda (Cyber Connect 2) - From Pipe Dream to Open World: The Terraforming of FAR CRY 2
Speaker: Alexandre Amancio (Ubisoft Montreal)
View Advisory Board recommended sessions here.
Learn more about the Visual Arts Track here.
Audio Track Highlighted Sessions:
The Future is Now: Dynamic Music in MERCENARIES 2
Speakers: Viktor Phoenix (Pandemic Studios), Chris Tilton (Composer), Erik Pettersson (Pandemic Studios)- FAR CRY 2: Creativity and the Musical Challenge
Speakers: Marc Canham (Nimrod Productions) - Bringing Ambience To The Foreground: Enhancing Emotion Through Ambient Sound Design
Speaker: Joanna Orland (Sony Computer Entertainment Europe) - Exploiting the Full Range of Rights in Musical Copyrights
Speaker: Jim Charne (Law Offices James I Charne)
View Advisory Board recommended sessions here.
Learn more about the Audio Track here.
Advisory Board Session Picks
Mark Cerny recommends the following sessions:
- Breathing LIFE into an Open World
- Player's Expression, the Level Design Structure Behind Far Cry
- Halo Wars - The Terrain of Next Gen
Laura Fryer recommends the following sessions:
- Production Methodology: Past, Present and Future
- He Who Ships, Wins: Producing GEARS OF WAR 2
- Rasterization on Larrabee: A First Look at the Larrabee New Instructions (LRBni) in Action
Julien Merceron recommends the following sessions:
- Art Director / Lead Artist Roundtable
- Technology Directors Roundtable
- Stretching Beyond Entertainment: The Role of Games in Personal and Social Change
Bob Rafei recommends the following sessions:
- My Lessons Learned from Flagship Studios
- (203) The Big Picture 2009: Managing Your Game Dev Deal and Operating Your Game Dev Studio
- The Art of LITTLEBIGPLANET: From Conception Through to Finishing















