CONFERENCE  

|    Production
    PRODUCTION & TEAM MANAGEMENT

In recent years, game industry production challenges have been split between massive budgets for AAA console games, and significant new production challenges from social, online, smartphone and other emerging types of game. The goal of the Production Track is to provide developers with concrete tactics for managing game production, no matter what size or scope your game is.

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2017 HIGHLIGHTED SESSIONS

Development on a Shoestring: Ultra Low Budget Indie Games
Oded Sharon (Corbomite Games)
Are you a starving indie developer? Dreaming of becoming the next indie super star? Maybe you already are or maybe you're a student fresh out of school? Come listen and learn how to create games with little to no budget.

Based on GDC SF's popular roundtable session, this will be a discussion on the challenges of the low to nonexistent budget of indie development, aimed at indie developers who are developing games with almost no budget. Corbomite Games' CEO, Oded Sharon, will bring examples of success stories about games with low budgets.
Early Access: Are You Prepared?
Brian Hicks (Bohemia Interactive)
'DayZ' is arguably one of the most successful Early Access titles, but it's come with many challenges. Three and a half years post EA launch, creative director, Brian Hicks, goes over the top (and sometimes most painful) lessons learned from this experience. Covering everything from if Early Access is right for your project, avoiding mistakes that can impact development down the road, and leveraging the rewards players can offer in shaping a better experience. You will better understand the risks, such as tech debt, managing consumer expectations, and the stresses of development while operating a live game, and rewards of the Early Access development model.
Managing Art with Science!
Justin Fischer (Agency Principle, LLC)
Video game development is an exercise in quasi-controlled chaos. But what if you could use scientific principles to make sense of the madness and streamline production? The same tools of operations science that Amazon, Grainger, and Toyota use to manage billion dollar supply chains and enterprise level e-commerce portals can easily be applied to game development. You don't need expensive analytics packages or reams of data. You just need Excel, arithmetic, and the measurements you probably already track. Welcome to game development...with science!
Scaling 'League of Legends' Development: The Strategic Work System Explained
Anthony Leung (Riot Games)
Creating alignment across an ever-growing game dev team is no simple task. As your team grows from dozens to hundreds, the challenge of maintaining autonomy while keeping a shared focus could stress the most experienced leadership teams. Come walk through League of Legends' journey to tackle and overcome these problems and gain insights into organizing multiple groups towards a unified outcome.
Recruiting and Retaining Young Programming Talent: Beyond Salary and Perks
Tom Carbone (Iron Galaxy Orlando)
Dave Lang (Iron Galaxy Orlando)
Talented young programmers have a lot of hungry developers to choose from when they enter the job market. How can your company land the best and brightest of the bunch? And once you hire them, how can you keep them? Iron Galaxy Orlando shares tips and tricks that have allowed them to grow their studio with young programming talent. They will discuss how they recruit top game programming talent from universities, their recipe for creating a studio culture built for retaining that talent, and how they've learned from their missteps along the way to building their studio over the last four years.