GDC + VRDC@GDC 2018 Session Scheduler

View, browse and sort the ever-growing list of sessions by pass type, track, and format. With this Session Scheduler, you can build your schedule in advance and access it during the show via export or with the Mobile App, once live. Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend.

'For Honor': From a Great Launch to a Challenging Live Period

Speakers:
Pass Types: All Access, GDC Conference, GDC Conference + Summits - Get your pass now!
Topics: Design, Production & Team Management
Format: Lecture
Audience Level: Advanced
Recording: TBD

Roman Campos Oriola and Damien Kieken, respectively Creative Director and Game Director on 'For Honor', will share the story of their game as it travels from its Betas, through its launch, to its first post-launch year. This lecture will impart three major key lessons: 1) Preparing for War: A retrospective of the game's successful Betas and launch, when 'For Honor' became the latest "trendy multiplayer game you have to play." 2) The Clash: Dissecting 'For Honor's' post-launch hurdles, when the team came face to face with what they called the "Unpredictability Factor", from technical problems to community management. 3) Fighting Back: A look at how 'For Honor' addressed these challenges, when the team learned what it really means to rebalance features and game consumption, work hand in hand with the community, evolve competitive gameplay, create new content, adjust pipelines AND meet growing player expectations all while staying live.

Takeaway

Audience members will have the tools and weapons (in design, production and communication) that will allow them to release an online game and face the challenges of the post-launch period. What's more, they'll have witnessed that some periods can get rough, but resilience and determination will allow you to prevail.

Intended Audience

This talk is mainly targeted at designers/creative profiles (Game Designers, Game Directors, Creative Directors, etc.) and Game managers (Producers, Project Managers, etc.) working on live console/PC Games. Anybody interested in online game operation, post-launch balancing and communication with the players should be inspired by this presentation.