GDC is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

View, browse and sort the ever-growing list of GDC sessions by time, pass type, topic, and format. With GDC Session Scheduler, you can build your schedule in advance and access it during the show via export or with the GDC Mobile App, once live.

If you've registered for GDC, you can use the same login credentials for your Session Scheduler account. Adding a session to your schedule does not guarantee you a seat. Sessions do fill up, so please arrive early to sessions that you would like to attend.

'Breach' Post-Mortem: How Not to Build a AAA Independent Studio

Dallas Dickinson (CEO, QC Games)

Location: Room 202, South Hall

Date: Wednesday, March 18

Time: 2:00pm - 3:00pm

Pass Type: All Access Pass, Core+Summits Pass, Core Pass - Get your pass now!

Topic: Production & Team Management

Format: Session

Vault Recording: TBD

Audience Level: All

A post-mortem of the online ARPG, Breach, given by Dallas Dickinson, CEO and founder of QC Games. Learn from the (many) mistakes he and his team made over the 4-year life of QC Games, all the way from the nuts and bolts of running your own company to the difficulties of innovation to the challenges of the current online market.

Dallas will talk about the founding of QC Games and the core team's roots on Star Wars the Old Republic, through the partnership with Nexon America and the final route of self-publishing and having to build an entire publishing team in less than six months.

Mistakes were made along the way, and hopefully you can learn from QC's pain and avoid making the same ones, freeing you up to make new mistakes in your future endeavors!

Takeaway

Attendees will come away with a list of mistakes and challenges (some obvious and avoidable, some not so obvious and hard to define) that will help them in their future plans, either to build an innovative game, to make deals with publishers and other partners, or to start their own company/studio from the ground up.

Intended Audience

This is a broad Post-Mortem, with application across many disciplines (and many types of development culture/studio), but the primary audience is likely "people who think they want to found their own studio."