2011 Game Developers Conference Europe Hosts More Than 2,100 Attendees
The 2011 GDC Europe concluded on Wednesday, August 17 with a successful showing and a final attendee count of more than 2,100 game professionals representing 57 countries.
A marquee keynote lineup of notable industry veterans, from wooga founder and CEO Jens Begemann, to co-creator of the legendary Ultima series and founder of social media games developer Portalarium Richard Garriott, to Epic Games president Dr. Michael Capps, among others, joined an additional 170 European and international speakers, a total of 46 exhibitors and 35 sponsors and more than 300 media representatives covering game development on PC, social networking sites, consoles and mobile platforms.
Event organizers also announced that GDC Europe will return to Cologne, Germany on August 13-15, 2012.
In its third year, GDC Europe continued the tradition of bringing high-quality content to the European game development community. The introduction of the Social Games, Independent Games, Smartphone and Tablet Games, and Community Management Summits demonstrated the increasing importance of these developing areas that are pertinent to European game development. The Social Games Summit also proved to be a forum that showcased the spirit alive across both European and Western independent developers including speakers Kellee Santiago from thatgamecompany, Frictional Games' Thomas Grip, and Spaces of Play's Marek Plichta.
Highlights of day one at GDC Europe included wooga CEO Jens Begemann giving a keynote discussing today's social games and how they are not designed to turn all core gamers into FarmVille farmers. In his talk, Begemann surprised attendees with the live, real-time launch of Magic Land, a title that contains an exciting mix of social gaming elements with aspects from the dungeon-crawling genre. The first day of GDC Europe also featured a keynote talk by Enric Alvarez, game director and co-author of Castlevania: Lords of Shadow and founder of its development studio Mercury Steam, who discussed how the small Spanish studio met the challenge in taking on a beloved franchise from a Japanese developer.