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 sessions by day, pass type, topic, and format. With this Session Viewer, you can view GDC 2023 session details and speakers, and share your favorites via social media. You will be able to build your schedule and access it during the show via export or 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.

From Pitch to Pancakes: How 'Bear and Breakfast' Blended Genres To Succeed

Rares Cinteza  (Game Director, Gummy Cat Studio)

Location: Room 215, South Hall

Date: Thursday, March 23

Time: 3:00 pm - 3:30 pm

Pass Type: All Access Pass, Core Pass

Topic: Business & Marketing, Design

Format: Lecture

Vault Recording: Video

Audience Level: All

In this talk, Rares Cinteza, Game Director at Gummy Cat Studio, will analyze how Bear and Breakfast, a management-adventure game, had its core design pillars revolve around blending genres with existing fanbases in order to carve out its own niche.

He'll explore the challenges the team faced throughout the various stages of pitching, developing, marketing, and eventually launching a game that needed to satisfy expectations of each genre it tried to mix—while making the combination a compelling reason for publishers to like the pitch and for people to play the game. This will include examples of positive results... and some of the unfortunate consequences of this design choice.

Takeaway

Attendees will walk away with knowledge and suggestions on how to blend game genres (as well as their audiences), to create a game with a mix of compelling designs and build a strong community from existing niches.

Intended Audience

This is for any game developer looking to navigate the current state of a seemingly saturated video game market—both in building a convincing pitch for a new game, or as a design tactic in one that's under development.