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GDC Europe 2016 State of the Industry: VR interest is rising, but PC and mobile still reign

In an effort to better understand the state of the European game industry ahead of GDC Europe, Game Developers Conference officials have surveyed over 800 European games industry professionals who have attended a past GDC event.

The data gathered from that survey has been compiled into the fourth annual GDC Europe State of the Industry report, and it offers both an interesting snapshot of the European game industry as it stands now and some perspective on how it has changed over the past year.

Rising interest in VR game development, especially for the HTC Vive, deepening concern about crowdsourced funding and a growing focus on releasing games for PlayStation 4 and Xbox One are among the notable trends outlined by the findings from this year’s survey.

We've taken the liberty of summarizing some of those notable highlights below. You can register to download the full report at the GDC Europe State of the Industry hub.

PlayStation's Richard Marks, Funomena's Robin Hunicke join VRDC board

As the industry prepares for the first-ever standalone Virtual Reality Developers Conference, organizers are excited to announce that more game industry veterans have joined the event's main advisory board to help program the lectures and panel sessions taking place at this year's conference in San Francisco.

The VRDC  advisory board, which includes virtual- and augmented-reality industry luminaries like Microsoft's Liv Erikson, Google's Noah Falstein and Chet Faliszek from Valve, is excited to welcome its newest members: Sony Interactive Entertainment's Richard Marks, Funomena's Robin Hunicke and Road to VR's Ben Lang.

At GDC Europe, learn to use live events to amp up your mobile game

With GDC Europe 2016 just around the corner, you should know that conference organizers have lined up a great talk from Space Ape Games cofounder Simon Hade about how you can support your mobile game with live ops and events -- without tying up a lot of people.

Hade's talk, "Forget Features! How Space Ape Grows Games Through Live Ops & Events," will be part of the Business, Marketing and Management track of talks at GDC Europe next month in Cologne, Germany.

According to Hade, Space Ape (Rival Kingdoms, Samurai Siege) is a 100-person studio -- yet only a handful of people are working on their live games. In the course of his talk he'll show you how they continue to grow revenue month over month through sophisticated live operations that allow designers, product managers and other non-technical team members to keep the game fresh with new content, troops, defenses and event types every week -- with little to no developer support.

Come to GDC Europe for tips on building your local game dev scene

You make games. You want to meet up with other people who make games. Great!

How do you do it?

This year's GDC Europe conference is kicking off in Germany next month, and organizers want to let you know that indie developer Mikolaj Kaminski, responsible for games like McPixel [pictured], will be there to share the secrets of building a vibrant local indie game dev community.

Check out his talk, titled simply "Building A Local Indie Game Community," to hear a postmortem of his efforts to build a game dev community in an emerging country (in this case, Poland) and get useful advice on what you need to do to accomplish the same thing in your own region.

At GDC Europe, learn the IAP strategies that set top mobile devs apart

What in-app purchasing strategies set the top mobile game makers apart from the pack?

Amazon developer evangelist Mike Hines will answer that question at GDC Europe next month in Germany, where he'll take the stage to deliver a talk on "What Top Apps Do With IAP That the Rest Don't."

Amazon has collected data about how mobile game players engage with IAP and reviewed how the most profitable apps are using IAP to monetize successfully. As a result, Hines plans to share two levels of data: how the top 50 did differently (Retention data, session length data, units sold and price data) and what they did differently to get those results.

It turns out there are a handful of things that most of the top 50 do that other games don't. Hines will share that knowledge -- along with a truckload of actionable data -- with attendees of his GDC Europe 2016 session. Don't miss it!

Reminder: Submit your VRDC talk proposals by Friday!

Heads up, prospective VRDC speakers: Conference organizers would like to remind you that the call for submissions to present talks, roundtables, and panel sessions for the first-ever standalone Virtual Reality Developers Conference ends this Friday, July 8th at 11:59 PM Pacific.

That means time is running out to submit your proposal for an interesting session that would be a great fit for VRDC's Games & Entertainment, Innovation or Brand Experience tracks of talks.

Keep in mind that the two-day conference will bring together VR/AR experts from multiple industries to share best practices, demo new technology, create new business partnerships, and exchange ideas with innovators shaping the industry.

No text, no tutorial: Learn to design intuitive VR games at GDC Europe

This year's big GDC Europe conference in Germany is right around the corner, and organizers have been working hard to line up an excellent array of cutting-edge sessions and speakers for the August event.

To that end, today GDC Europe officials are proud to confirm that Kayla Kinnunen, game director at Roadhouse Interactive, will be leading a smart session on how to best design humane, intuitive virtual- and augmented-reality experiences.

Her talk, "No Text, No Tutorial: Fully Embracing Human-Centered Design in VR," will showcase how VR -- especially tracked-controller VR -- demands a dramatic shift in UX (User Experience) development practices.

Many common UX constructs were built for a 2D screen and don't work in three dimensional space. At first glance this can present a huge challenge to VR developers. However, with careful thought, this change opens up whole new interaction models that are more intuitive and natural for players. Kinnunen's talk will review trailblazers in the field; discuss human-centered design principles and explain how to take these principles further in your own projects.

Attend GDC Europe and learn what it's like to develop a game in public

Hey game devs, GDC officials are lining up a smorgasbord of great talks for this year's big GDC Europe event in Cologne, Germany -- and today they're happy to announce another smart session taking place at the August conference.

Starting in early 2013, Dutch independent studio Vlambeer worked to make Nuclear Throne the first ever major game to have the majority of its development broadcast live on Twitch. Now, Vlambeer cofounder Rami Ismail is coming to GDC Europe to talk about lessons learned from the experience in a session titled "Nuclear Throne: Performative Game Development in Hindsight."

Now that game has been out for a few months and the livestreams have ended, Ismail is ready to take the stage and talk about the challenges Vlambeer faced and what it learned about building community while developing a game right in front of them -- live.

At GDC Europe, learn to make MMORPG tradeskills fun and profitable

This year's GDC Europe conference in Germany is coming up quick, and today event organizers are excited to announce an intriguing talk on the nuts and bolts of MMORPG design for the summer conference.

Come August, GDC Europe 2016 attendees will have a chance to sit in on a session about "Tradeskills for Fun and ROI" from Daybreak Games producer Emily Taylor.

Taylor has been responsible for revamping the tradeskills in Everquest 2 and overseeing further development of tradeskill content across 9 EQ2 expansions, as well as other Daybreak online game projects.

Few appreciate what makes tradeskills in games fun and challenging like she does, so check out her talk to learn how to entice players who love to play games where they can craft, buy and sell things to their heart's content.

Those who attend Taylor's talk will gain an understanding of the factors that motivate tradeskill-oriented players, what aspects of gameplay keep them coming back, how they strengthen your game's community, retention -- and ultimately, profit.

GDC Europe's Innovative Games Showcase reveals 2016 game lineup

Good news, GDC Europe attendees: Today's the day GDC organizers happily reveal the lineup of games that will be showcased in the third annual European Innovative Games Showcase during the 2016 Independent Games Summit at GDC Europe in Cologne next month!

Games featured in the showcase were selected from a wide variety of applicants by game designers Lea Schönfelder and Jonatan Van Hove (who will also MC the event) working alongside a team of judges.

The Showcase winners receive free Speaker Passes to the event, which afford full access to every GDC Europe session as well as the massive Gamescom trade/public event.

These winners will also have the opportunity to give 5-minute microtalks at the final session of GDC Europe's IGS to showcase what's special about their current project. If you're planning to attend the show, make time to check these talks out!

Standalone VRDC to offer VR/AR talks for games & beyond

Now that the first standalone Virtual Reality Developers Conference is in production, organizers would like to celebrate what sets the November conference apart from the games & entertainment-focused VRDC track of talks at GDC in February 2017.

While VRDC got its start earlier this year as a sibling event to GDC 2016 in San Francisco, it quickly proved so popular that organizers spun it off to become a standalone show. We expanded its remit beyond VR/AR in games and entertainment to encompass subjects such as healthcare, journalism, travel, manufacturing, retail, live events, real estate, training, and so much more.

VRDC will continue to be held alongside the Game Developers Conference (GDC) in 2017, the world’s largest professional game industry event. VRDC at GDC will continue to focus on creating amazing, immersive VR for games and entertainment.

To match the scope of the standalone VRDC's ambitions, the November conference will feature four different tracks of talks: Games & Entertainment, Brand Experience, Innovation and Partners.

So while VRDC attendees will be able to sit in on talks about the best practices of VR and AR game design, they'll also have the opportunity to see how NASA is using VR to train its astronauts and learn how a video game developer created an interactive VR documentary about Chernobyl's radiated Exclusion Zone.

Attend GDC Europe and master the art of guerrilla marketing your game

Heads up, devs: GDC Europe is just over a month away, and today organizers are pleased to announce an intriguing session on guerrilla marketing for games that will take place during the conference in Germany this August.

Thomas Reisenegger is an experienced PR consultant at Ico Partners who's assisted with PR for games like League of Legends, and in his GDC Europe talk on "Guerrilla Marketing - Games PR with Little Money, Much Insanity and Maximum Impact" he'll share some hard-won lessons on getting your game noticed.

He'll break down the concept of guerrilla marketing a video game, walk you through examples best practices (and worst practices), then showcase data on what sort of effect this strategy can have on media coverage and game sales. Plus, he'll deal with the question of what it takes to come up with -- and pull off -- a successful PR stunt.

Learn the art and science of embodied VR/AR game design at VRDC

The first standalone Virtual Reality Developers Conference is taking place this year, and organizers have already started lining up an excellent array of informative cutting-edge sessions on VR/AR design for the November event.

VRDC officials are proud to announce that Robin Hunicke, Funomena cofounder, longtime game producer & designer (Journey, Boom Blox) and VRDC Advisory Board member, will be delivering a Games & Entertainment Track talk titled "The Body is Back! Understanding Embodiment in VR & AR Game Design."

Funomena recently announced its collaboration with Google on Woorld, a fascinating mobile AR experience co-created by Katamari Damacy's Keita Takahashi for Google's Tango AR tech.

In the lecture, Hunicke will explore some of the core challenges and opportunities that the human body presents in design -  from controller design and gaze inputs to body posture, movement and gesture design.

Using examples drawn from dance, outdoor play, as well VR and AR game development, she will dig into the science and engineering behind embodied game design, looking at how work from social sciences, human computer interaction and psychology can inform our designs and make our games better!

Get tips on supercharging your mobile game's database at GDC Europe

This year's GDC Europe conference in Germany is coming up quick, and today event organizers like to tip you off to a great talk about massively multiplayer online mobile game design that will take place at the summer conference.

Come August, GDC Europe 2016 attendees will have an opportunity to check out a talk from Cygames' Shuichi Kurabayashi on how to "Create a 20 Times Faster Database Engine Optimized to MMOGs."

Cygames (Granblue Fantasy, pictured) is one of the largest mobile game developers in Japan, and as a technical advisor Kurabayashi has built a wealth of experience about best practices for providing mobile game services to millions of unique players.

Learn why 'idle games' click with players at GDC Europe 2016

Far from remaining idle, GDC officials are working hard to line up great talks for the big GDC Europe conference this August in Cologne, Germany. Today, they're excited to debut another exciting session taking place at the show that will dig into the heart of an under-explored genre.

In "Idle Chatter: What We Can Learn From Self-Playing Games" Kongregate's Anthony Pecorella will look at how the "idle game" genre has evolved -- and what lessons game developers can take from it.

Attendees will learn the core mechanics behind idle games, see how they have lead to success for even small, indie developers, and hopefully gain insight and ideas about making your own idle games or implementing these ideas into non-idle games. Prepare to get bizarrely, inexplicably excited about watching numbers go up!

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