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GDC

EXHIBIT AT GDC

The GDC attracts over 19,000 industry professionals, and is the primary forum where programmers, artists, producers, game designers, audio professionals, business decision-makers and others involved in the development of interactive games gather to exchange ideas and shape the future of the industry. The GDC is also the home of the annual Independent Games Festival (IGF), the first and largest competition for independent games, as well as the Game Developers Choice Awards, presented by Gamasutra.com.

Get the attention of this valuable market and stand out from your competition. With signage, giveaways, event sponsorships and more, you can stay top of mind with developers and the press throughout GDC 2013.

For GDC 2013 Exhibit & Sponsorship Opportunities, click here.

For more information, fill out a Request for Proposal Form.

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EXPO HOURS
Wed., March 27:
  10:00am-6:00pm

Thur., March 28:
  10:00am-6:00pm

Fri., March 29:
      10:00am-3:00pm

BUSINESS CENTER HOURS
Wed., Mar. 27:
         9:00am-6:00pm

Thurs., Mar. 28:
      9:00am-6:00pm

Fri., Mar. 29:
              9:00am-3:00pm

ATTENDEE DEMOGRAPHICS

Demographics GDC 2010 conference attendees develop for these platforms:

Attendees

Additional GDC statistics:
  • GDC conference attendees have an average of 5 years of experience, have worked on an average of 10 game titles, and published an average of 10 game titles.*
  • GDC attendees average development team size for their current project is 29.*
  • Top four actions attendees have taken as a result of attending GDC 2010:
    • Visited an exhibitor's website
    • Sent an email
    • Requested more information
    • Downloaded a GDC Session from GDC Vault

  • GDC attendees manage 6 people directly or indirectly.*
  • Geography: 85% of GDC attendee are from North America with the balance mainly coming from Western Europe (9%) and Asia (5%)
  • GDC 2010 conference attendees agree:
    • They were inspired (87%)
    • Their attendance helped their team (76%)
    • They heard interesting information about the industry they didn't know before (82%)
    • They brought home specific ideas to improve their game (68%)
    • They can't afford to miss next year (75%)
    • They made useful contacts they didn't know before (74%)

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