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GDC Europe 2009
Call For Submissions

Closed on May 8th

Overview & Guidelines | Submission Criteria & Form

Introduction

The GDC Europe 2009 is the premier professional conference for the creators of games within the European community. If you share our passion and commitment for videogames, we want to hear from you. The GDC Europe is now soliciting session proposals from potential speakers with deep industry expertise and a fresh and unique perspective on the state of the industry.

Please review the submission criteria closely for the list of topics for each track. It is also encouraged that you submit your own topic, since, after all, many of the most interesting and valuable presentations are those unique ideas not found elsewhere.

Tracks

Click on the desired track to review the list of topics:


Criteria

Successful submissions will answer the following questions:

  • What expertise and insight do you bring to this topic?
  • How many shipped titles (products) you have produced, project-managed or directed? Over how many years?
  • What is the largest team you've personally managed/directed?
  • What is the largest development budget you have personally controlled?
  • Are you sharing a current best practice or proposing a future solution?
  • What professional training or experience have you received in project management?
  • How many units did your best-selling game sell to consumers?
  • Who would benefit most from your talk?
  • What was the best-rated game you produced or directed?
  • Do you personally manage content creators?
  • What sort of visuals and examples will back up the ideas?

Business and Management

To succeed, game developers need both broad-ranging business knowledge about the industry and in-depth financial and management experience to apply to their current project.

Suggested topics include:

  • Social Networking – Lessons Learned
  • MMO Market Evolution and Business Models
  • Market Share, Industry Trends, High-level Data for All Markets
  • Running and Independent Studio in this Economy
  • Opportunities for Service Companies and Use the Downturn Economy as an Advantage
  • Failed Studios Postmortem
  • Entrepreneurialism Case Studies
  • Funding – Non-Traditional, Non-Publisher Sources
  • Negotiation Skills/Best Practices
  • Digital and Direct Distribution, How Small Teams Can Reach Mass Distribution
  • Retention Mechanisms in MMOs to Stay Connected to the Player After the Sell
  • Casual Games vs. Traditional Games, New Models

Submit your proposal.


Game Design

The goal of the game design track is to inspire, demystify, educate and reveal the most interesting and important aspects a leading designer will be faced with today and in the coming years.

Suggested topics include:

  • Building Community, Intersection Between Console and Online
  • New and Unique development on the Wii console
  • Multiplayer Game Design
  • Social Networking Game Design, What Comes Next?
  • Game Design for Online User (Influence of Social Networks)
  • User-Created Content
  • Making a Great Sequel (Complexity Issue)
  • Postmortems on Hit Titles, Why was It a Hit?
  • User Interface / Controls / Simplicity
  • The Game Engine as a Platform - Modding
  • Open World Design
  • Innovation vs. Execution and Quality
  • Creative Risk Management and Original Game Design
  • How to Build Emotions in a Game
  • Creating International or Local IPs
  • Level Design Integration in the Production Pipeline
  • Episodic Content and Game Design

Submit your proposal.


Production

Skyrocketing budgets have resulted in the highest production quality the industry has yet seen. The goal of the production track is to provide developers with concrete tactics for managing this growth.

Suggested topics include:

  • Production Postmortems
  • Producing Sequels
  • Applying Time Management/Life Management Techniques
  • Managing New IP Creation
  • Innovations in Outsourcing Management
  • Co-development/Distributed Development/Building Virtual Teams
  • Managing Live Teams/Collaborating with International Teams
  • Making Games on a Small Budget/Developing Games with Small Teams
  • Agile Development
  • Realities of SCRUM
  • User Research and Play Test
  • Using Web 2.0/New Tools & Trends to Manage Your Teams and Distributed Information
  • Online production issues (cost of servers, bandwidth)
  • Management of proprietary engine, features, needs risk, and evolution to the production

Submit your proposal.


Programming

The current-generation consoles and sky high expectations are putting the focus on ever more accurate simulations of physical reality. The programming track addresses the challenges facing developers.

Suggested topics include:

Online Games:
  • Architectures for different online game types
  • Challenges of purchasable content
  • Community-centric features (web access to game data, community, etc)
  • Content creation and user-created content
AI:
  • Dealing with dynamic environments
  • Integration with animations
  • Reactive characters
  • Crowds
Multi-threading:
  • Second generation architectures (on all platforms)
  • Cross platform strategies
Physics:
  • Deformation and destruction
  • Integration of physics and online play
  • Integration with animation
Graphics:
  • New techniques
  • Photo realistic rendering of reality
  • How to achieve non-realistic styles
  • Volumetric effects
  • Dynamic lighting and shadows
Performance:
  • General techniques
  • Platform-specific optimizations
  • Best optimization practices and processes
Dynamics of Programming:
  • Middleware integration
  • Build system and asset pipeline
  • Fast iteration in asset creation and editing, live editing, concurrent editing
  • Challenges of dealing with large teams

Submit your proposal.


Visual Arts

The Visual Arts track addresses the latest technologies, techniques, and tools used to develop quality artwork in a streamlined, efficient, and productive manner.

Suggested topics include:

  • Concept and Discovery
  • Prototyping
  • Production
And Best of:

  • Modeling
  • Animation and mocap
  • Concept
  • Lighting, particles, visual FX
  • Optimization and shaders
  • Rigging and skinning
  • Cinematics

Submit your proposal.


Mobile

Suggested topics include:

  • Development on new platforms (i.e. iPhone)
  • Beyond the iPhone: designing games for all smart phones
  • Challenges of the mobile medium and refreshing approaches to design for a constrained platform
  • Production postmortems
  • How to extend a branded entertainment property into a mobile game
  • Creating an original title made for the mobile medium
  • Web to mobile: linking mobile games to online games
  • 3D graphics: state of the standards and case studies of design and development
  • New models for mobile game publishing, distribution, and merchandising
  • Porting best practices
  • How porting has changed with smart phones and touch screens
  • Checklist: 10 things you must do to ensure successful delivery of your title

Submit your proposal.


Serious Games

Suggested topics include:

  • Projects that are completed and can share concrete results (empirical or otherwise) that provide reflection and advice for new projects just getting underway.
  • Projects in-development or shipping but which clearly raise the bar for ingenuity, production & design acumen, audience reach, and general innovation relative to the field.
  • Research that clearly shows the effectiveness or comparative advantages for games in any number of fields or usages. This need not be limited to educational or training effectiveness, in fact it is a plus if your work moves beyond these usage areas for games. Relative to research we're also especially interested in talks that discuss how to properly design field studies of serious games that reduce biases and improve focus on clear results (regardless of positive or negative outcomes).
  • Field implementation reports. We are especially interested in case studies of games that have moved into the field in some form and the findings related actually seeing a game get used and supporting it successfully to improve its impact.

Submit your proposal.

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GDC Europe 2009 Platinum Sponsors
Intel Crytek
GDC Europe 2009 Gold Sponsors
Autodesk Alliance Numerique Playstation Home

For information on sponsorship opportunities for GDC Europe, click here.