GDC + VRDC 2019 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 GDC Mobile App, once live. Sessions do fill up so please arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.

Designing Two Tasty Cores Three Times Over: The Case of 'Brawl Stars'

Antti Summala (Game Designer, Supercell)

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

Topic: Design

Format: Session

Vault Recording: TBD

'Brawl Stars' was conceived as an ambitious mobile game: a multiplayer shooter that should be able to reach a large global audience. With controls much more demanding than those in previous Supercell games, a lot of design and prototyping effort was put into making them as simple and as well-suited for mobile touchscreen devices as possible. At the same time, a very small team with only a handful of developers needed to design a long-term player progression system that would be a good match for the team’s limited content creation capacity.

After the game soft launched in June 2017, its player metrics weren’t quite reaching the ambitious goals. This prompted the game team to try to improve the game: not just polishing it up, but making major changes as well, while that was still possible. What followed was a more than one-year long beta where the team tried to decide between two control models but ended up with a third, and redesigned the progression system twice, both fundamental core aspects of the game. This session will present the different controls and progression solutions, and based on metrics, argue that they were all good designs and any one of these six iterations of core elements could have worked.