Business/Production
The Business and Production Track looks at the game development process from the standpoint of running the business as well as subtle (and not so obvious) project nuances and offers proven strategies for the developer who needs to understand complex business and game production issues.
Many established studios and first time publishers alike are grappling with the legal and business development strategies needed to identify commercially successful projects in social, iPhone and digitally distributed markets. Develop best practices with advice from leaders at Capcom, Disney, Electronic Arts, Obsidian and more.
Featured Sessions
- Console Games – New Realities Require New Strategies to Win
Speakers: Howard Donaldson (Vice President - Studio Operations, Disney Interactive), Kelly Zmak (Former GM, Radical Entertainment), Adel Chaveleh (TimeGate Studios, Inc.), Dan Tudge (VP and General Manager, Propaganda Games), Dan Winters (VP, Developer Relations and Acquisitions, Activision)
This panel will discuss the new realities and explore new strategies necessary to be successful in total’s console market. We will review the top titles in 2009 -2010 and discuss the key ingredients for success. What does it take to develop a hit title in total’s market? How do you compete with established blockbuster titles with monster budgets? Read more here.
- Ask The Decision Makers - Find Out What Publishers Want And How To Get What You Want
Speakers: Adam Boyes (Director of Product Development, Capcom), Sinjin Bain (V.P. EAP - Head of Production fo, Electronic Arts), Chris Charla (Vice President of Business Development, Foundation 9 Entertainment), Bob Loya (Director Developer Relations and Acquisitions, Activision Blizzard), Jeff Hilbert (Founder, Digital Development Management), Ryan Peterson (Dir. of Business Development, Flashman Studios), Sean Murch (Head of Business Development, Next Level Games Inc.)
- Funding for Game Developers - Do’s and Don’ts
Speaker: Glenn Entis (Founder and General Partner, Vanedge Capital)
This talk is an overview of what it takes to fund a young company or game development studio. This is not a “how to” - it is observations; do’s and don’t’s from a game industry and computer graphics veteran who has recently become a venture capitalist.