GDC2014之獨立遊戲峰會活動內容安排

2014年度中國遊戲開發者大會之獨立遊戲峰會活動內容安排如下:

10月21日(週二)

9:15-12:25 | 13:45-18:15

3F/黃河

Tuesday, October 21

9:15-12:25 | 13:45-18:15

Yellow River Hall, 3F

9:15-10:15

從《Gunhouse》的反饋中學習:通過遊戲測試改進你的遊戲

Brandon Sheffield, 總監 | Necrosoft Games

每個人都說你應該進行遊戲測試,並從反饋中學習汲取教訓。但你如何才能知道哪些是在尋求的反饋,而哪些是要拋棄的反饋?你又如何才能將零碎的即興評論轉變成能讓你的遊戲發生切實改變的建議?本演講並沒有全部的答案,但會通過使《Gunhouse》從一個48小時的Game Jam作品變成一個觸摸設備上深受好評、成熟完善的遊戲的反饋收集過程來爲你提供指導意見

9:15-10:15

Learning from Feedback with Gunhouse: Improve your Game through Playtesting

Brandon Sheffield , Director | Necrosoft Games

Everyone says you should playtest, and learn from your feedback. But how do you know what to look for, and what to throw away? How can you turn off the cuff comments into statements that actually make a difference for your game? This session doesn't have all the answers, but will guide you through the process of taking feedback that got Gunhouse from a 48 hour game jam to a well received, full fledged game for touch devices.

10:20-11:20

最大化Kickstarter衆籌的價值:《水晶戰爭》(C-Wars)實例分析

周魯,CEO兼創始人 | 傲逆軟件

團隊在準備Kickstarter這樣的衆籌項目時,要花費大量人力物力,如何預測KS項目的成敗? 在籌集成功之後,更要頂住巨大壓力完成遊戲。 在此傲逆軟件的周魯將分享《水晶戰爭》(C-Wars)從Kickstarter衆籌成功到完成遊戲的全過程經驗,重點介紹如何將衆籌的功用,從“簡單募集”拓寬成“市場推廣”和“媒體公關”,並避開在衆籌前後的各種陷阱,讓衆籌能夠真正幫上開發團隊。

10:20-11:20

Squeeze the Max out of a Kickstarter Campaign: C-Wars Postmortem

Loup Zhou | Onipunks Software

Kickstarter is the best place to pre-market your upcoming game. A tiny team need to face some incredible difficulties before even getting there. How to predict the result of a Kickstarter campaign? How to deliver a good game after running a successful one? Loup Zhou from Onipunks Software will share their experiences on C-Wars through the journey with Kickstarter.

11:25-12:25

從中國到美國,從AAA到獨立遊戲

葉展首席運營官 | Zing Games

本演講將從獨立遊戲開發者自身的經歷視角,以iOS獲獎遊戲《跑跑先生2》爲案例,回顧研發過程中所遇到的兩個最大挑戰——如何從AAA遊戲開發的鉅艦跳上並駕馭手遊的小團隊敏捷開發的快艇;如何克服文化隔閡壁壘,直入強勢文化中心市場,爲歐美玩家制作好玩的遊戲。

11:25-12:25

From China to USA, From AAA to Indie Game

Zhan Ye, COO | Zing Games

From the personal experiences and perspectives as an indie game developer, this session will take example of the award-winning iOS game Mr. Runner 2 to review the two biggest challenges encountered during the development process. How shall we switch from AAA game development to the agile development of a small team steering the mobile games? How shall we break the cultural barriers and enter the strong culture-centric markets to make fun games for European and American players.

13:45-14:45

《80天環遊地球》(80 Days)回顧:讓遊戲訴說故事

Jon Ingold,創意總監 | inkle

我們對《80天環遊地球》(80 Days)最初的設計十分簡單——一個基於選擇的故事,發生在世界地圖上,包含健康與金錢的資源經營要素。但在開發的過程中,遊戲的範圍和追求不斷地擴展,變得截然不同:一款自我敘事的平面遊戲,故事的敘述會適應遊戲的環境,但有時也會改變它們。在本演講中,我們將概述我們所經歷的迭代,詳細討論我們是如何構建故事內容,使之變得靈活的同時仍能保持一致且扣人心絃。我們將詳細地展示各種遊戲要素——美術、世界內經濟和多人遊戲——是如何結合在一起形成敘事動力,以及消除內容限制是如何釋放我們寫出更多有趣的故事。

13:45-14:45

80 DAYS Post-Mortem: Letting the Game Tell the Story

Jon Ingold, Creative Director | inkle

Our initial design for 80 DAYS was simple - a choice-based story, laid out across a globe map, with a resource management element for health and money. But during development, it expanded in scope and ambition to become something quite different: a board-game, which narrates itself, with the narrative adapting to the circumstances of the game, but sometimes changing them as well. In this talk, we'll outline the iterations we went through, and discuss in detail how we built the story content to be flexible while remaining consistent and compelling. We'll show in detail how the various game-elements - the art, the in-world economy, and the multiplayer - work together to create the narrative momentum, and how removing constraints from the content freed us up to write more interesting stories.

14:50-15:50

冷門遊戲製作攻略——如何製作一款手機上的飛行遊戲

鍾文,製作人和聯合創始人 | 動魚數碼

"爲什麼要在一個新興的平臺上做一個過時的遊戲類型,飛行遊戲到底好玩在哪?在製作一個”有趣“的飛行遊戲的過程中,我們面臨着來自三個方面的壓力:難以招聘到具有合適背景人才、市場小、預算低。本演講將以《血戰長空》爲例,和大家分享它是如何在這些限制中被製作出來的,它的開發製作到底有什麼特別之處?如何在開發過程中理出飛行遊戲的核心樂趣,如何從過往的正面反面例子吸取教訓,如何打造一個可以開發這樣冷門遊戲的團隊,如何製作出讓《血戰長空》超過其他對手的玩法,以及如何在對待”軍迷“玩家的過程中保持既不過於鐵桿也不過於膚淺。

14:50-15:50

Niche Genre Game Production Guide – How to Make a Mobile Flight Game

Wen Zhong, Producer & Co-founder | Mobile Fish Studio

Why shall we want to make an outdated game genre in an emerging platform? What’s the fun of flight games? During the process of making a “fun” flight game, we have been facing the pressure from three aspects: difficult to recruit the talents with a suitable background, small market and low budget. This session will take example of War Wings to share its production process within these limits, and find out what on earth is so special in its development and production. It will introduce how to sort out the core fun of flight games in the development, how to learn from past successes and failures, how to create a team able to develop that niche genre games, how to produce unique gameplay to help War Wings stand out from other competitors, and how to maintain neither too hardcore nor too superficial while treating the “military fans”.

16:10-17:10

單機三國志》:絕境逢生的生存之道

童寅山,遊戲製作人 | 上海寅皓軟件科技有限公司

《單機三國志》本是一款不被看好的手遊,但上架後卻取得了非常不錯的成績。作爲遊戲的開發團隊寅皓軟件,曾經一度處於創業失敗的邊緣。一個5人的小團隊,能取得這樣的成績,讓人振奮。看似偶然的成功,其實是另闢蹊徑的結果。在手遊創業中不可避免會遇到以下幾個問題,錢?團隊?開發?推廣?和單機遊戲獨有的問題?本演講將向大家分享一下這個過程中我們總結的經驗和教訓。

16:10-17:10

Single-Player Card Game Three Kindoms: Way of Survival from Desperate Situation

Michael Tong,Game Producer | OneOne Games

Single-player card game Three Kindoms, originally an underachieving mobile game, has obtained remarkable results by quickly covering the developing cost after its launch in APP store. As the game developer, OneOne Games was once at the edge of the entrepreneurship failure. It was very inspiring that a small team of 5 could achieve that success, which looked accidently but actually was a result of finding a new way out. Several problems are inevitably encountered when starting the mobile game business, such as money, team, development, marketing and the particular problems for single-player games. This session will share with the audience the experiences and lessons learned from the developing process.