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Embedded, not outsourced: Hitman devs share collaboration tips at GDC Europe

Most developers think of a remote contractor as an outsourced entity working on a very concrete and specific aspect of a game.

But at GDC Europe in Germany next month, Io-Interactive producer Markus Friedl and Mi'pu'mi Games CEO Gregor Eigner will take the stage to showcase how the intense collaboration on Hitman taught the developers that with the strong vision of the stakeholders and the setup of an intertwined working environment, a distributed team can do much more than just outsourcing work. It can act as an embedded team.

GDC Europe attendees will have a chance to sit in on their talk, "Working with an Embedded Team on Hitman," and hear the pair earnestly discuss the vision, the setup, the problems and the possible next steps of such a collaboration.

They'll cover each aspect from the (often significantly different) angles of the two collaboration partners and therefore provide learnings and insights to both representatives of larger, publisher-owned studios as well as smaller, independent game development teams. It should be a great talk!

Survey: The UK and Sweden remain Europe's top game dev hot spots

Heads up, devs: 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.

Last week we shared some highlights from the report that suggest devs are growing happier with the state of video game tax breaks in Europe, and interest in VR development is rising fast -- though PC and mobile still reign.

Today, we dive even deeper into the results of the survey to share data on who, exactly, Europe makes games for -- and where European devs believe the best games are being made.

This data was collected, organized and presented by the UBM Game Network, which also runs GDC, VRDC and GDC Europe. You can register to download the full report at the GDC Europe State of the Industry hub.

At GDC Europe, see how Smite dev Hi-Rez won by going all in on eSports and video

With the big GDC Europe 2016 August conference in Germany just around the corner, organizers want you to know that show attendees will have a chance to catch a great talk from Hi-Rez Studios exec Todd Harris about how the studio succeeded when it went all in on eSports with its popular MOBA Smite.

Harris is chief operating officer at Hi-Rez, and in his talk "Smite & HiRezTV: Going All in on Video and eSports for Community Growth and Retention" he'll explain how the company used video content marketing and eSports to help grow Smite to over 20 million players.

Video marketing required only a small budget to get started but has since scaled to large event broadcasts with multi-million dollar budgets, according to Harris. To wit, attendees of his talk will walk away with a better understanding of video content marketing and how it shapes a game as an eSport.

Furthermore, they'll gain insights on the importance of using video to market their own games or identifying publishing partners who use video to grow and retain community. Don't miss it!

PSA: Wednesday is your last day to save by registering early for GDC Europe!

Heads up, game devs: GDC officials would like to remind you that this Wednesday is the last day you can register early for GDC Europe at a discounted rate. The event itself promises to be Europe's premier game development conference, and is slated to take place next month, August 15th and 16th in Cologne, Germany.

Those who register to attend GDC Europe before 11:59 PM Eastern Wednesday, July 20th can save up to 200 euros off the price of an All Access badge. That badge grants you full access to both GDC Europe and Gamescom, which is co-located with the Game Developers Conference.

In addition to a comprehensive schedule of excellent talks from leading game industry experts on topics like virtual reality development, the business of eSports and the future of mobile game design, GDC Europe attendees will also have the opportunity to see some of the leading lights of innovative European game development at GDC Europe's third annual Innovative Games Showcase.

Survey: Devs are growing happier with the state of video game tax breaks in Europe

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 now 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.

Yesterday, we shared some highlights from the report that showcased how PC and mobile still reign as the top platforms European developers make games for -- but interest in VR is rising fast.

Today, we dig even deeper into the survey results and share some data on how respondents feel about the perennially popular topic of tax incentives for game development in Europe.

Come to GDC Europe and see how Remedy coded Quantum Break with D

GDC Europe 2016 is just weeks away, and you should know that conference organizers have arranged for an excellent talk from Remedy Entertainment's Ethan Watson about how the studio built its hit 2016 action game Quantum Break using the D programming language.

It's a notable talk about a language that's rarely discussed in game development, and Watson aims to answer important questions like: what benefits does D have over C++? Is it ready for mass use? Does treating code as data with a traditional C++ engine work?

His talk will cover Remedy's usage of the D programming language in Quantum Break and also provide some details on where the studio wants to take usage of it in the future. Make sure to check it out if you're interested in gaining knowledge of a realistic alternative to C++, an understanding of D's real world usage and insight into what the possibilities could be for your own usage.

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.

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