View, browse and sort the ever-growing list of sessions by pass type, track, and format. With this Session Viewer, you can view session and speaker details for the 2024 Game Developers Conference. New sessions are regularly added leading up to GDC, and all dates and times will be announced about 4 weeks before the event. Once live, you will be able to build your schedule with the GDC Mobile App.
Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend.
Kaci Aitchison Boyle (Communications/PR, Valve)
Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Indie Games Summit Pass - Get your pass now!
Topic: Game Career Development
Format: Workshop Breakout
Vault Recording: TBD
Audience Level: All
The best marketing tool for your game is your game. Seriously.
Marketing is an easy thing to overthink, and it would be great if there was one template for every developer to follow in order to guarantee they're doing it the "right way". But just as no game is the same, no intended audience is either, and that means a one-size-fits-all approach to how you "should" communicate about your game is simply wrong.
So how *should* you market you game? In this session we'll outline why *should* doesn't exist (and can, in fact, trip you up). Instead we'll highlight the range of tools and features available for you to use (or not!) on Steam, as well as the different ways to leverage the and combine them depending on your goals.
On Steam, your game is the best marketing tool you have, and this session will walk you through all of the different ways you can use the various tools, features, and events we have to optimize getting your game in front of the audience you made it for.
Many devs will attend already knowing the "what" of the features and tools available on Steam when it comes to communicating about their games. This session aims to fill out the 'why' and 'how', even when it comes to parts of Steam that are less-obviously connected to the marketing of your game. Our hope is that folks will leave this session with a clearer idea of all of the options that are available to them when it comes to communicating with players, as well as a new understanding of how to use those specific to the goals for their game.
This talk is catered towards developers early-on in their gaming careers, but can be insightful for even those who have been at it for years. The good part about Steam is that there are lots of features, tools and events that developers of any kind of game from around the world can use.
That is also the challenging part of Steam. It's a lot, and especially if you're looking for an audience for your first game, it can be overwhelming and tempting to find a 'right' way to maximize those tools. This session will (hopefully!) help folks gain a better understanding of all of the different ways there are to find and build and audience, and how to best work with the tools and features that make the most sense for *your* game.