Come to GDC Europe for expert advice on making great indie games
This year's big GDC Europe conference in Cologne, Germany is just weeks away, and today we're excited to announce another pair of excellent talks from game industry experts who will be speaking at the August conference.
These talks are each part of the GDC Europe Independent Games Summit, and showcase the unique learnings of some of Europe's most experienced and talented indie game makers.
Good game design often comes down to "game feel," that thing that makes players say "this game feels awesome, but I don't know why." Game designer and Those Awesome Guys (Move or Die) founder Nicolae Berbece thinks a great death animation system goes a long way towards making your game "feel" right, and in his talk, "Game Feel: Why Your Death Animation Sucks," he'll show you how to do it right.
Make time to see him talk and you'll learn to understand the difference between good feedback, and lack of it, as well as the importance polish makes in the context of design elements like sprite sheets, animation data, sound design, sound editing, haptic feedback, screen shake and more.
Of course, making a good game clearly isn't enough - you must be able to sell it. In "That Beautiful Blue Ocean," Image & Form (Steamworld Dig, pictured) chief Brjann Sigurgeirsson will discuss how you can get visibility and buzz for your game with a minimum of expertise, contacts or huge budgets. Let others take their chances on mobile F2P, argues Sigurgeirsson -- making premium games for traditional platforms is actually a good idea.
More talks will be announced in the coming weeks, and you can find more details on all announced talks over on the GDC Europe Schedule Builder. The conference itself will take place August 3rd and 4th in Cologne, Germany.
GDC Europe 2015 will also continue to offer business and matchmaking opportunities to all attendees with a developer-focused Expo Floor area and networking events throughout the show. For more information, please visit the GDC Europe website.
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