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View, browse and sort the ever-growing list of sessions by day, time, pass type, topic, and format. With this Session Viewer, you can view session and speaker details for Game Developers Conference 2024.

You will be able to build your schedule with the GDC Mobile App. The GDC 2024 app will be available for download in Apple Apps and Google Play late February 2024.

Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.

Keeping the Flame Burning for 'Dead Cells': Designing Content for a Live Ops Indie Game

Arthur Décamp  (Game Director, Evil Empire)

Location: Room 2014, West Hall

Date: Thursday, March 21

Time: 11:30 am - 12:30 pm

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

Topic: Design

Format: Session

Vault Recording: Video

Audience Level: All

Six years after its early access release, Dead Cells has never really left this format. After a great launch by Motion Twin, the team at Evil Empire kept working on it for years. In the process, they found out that the early access approach to developing content applies really well to "content-heavy" games.

As a game designer and game director, Arthur focuses on the creative part of the discussion and see how this process can actually help you design fresh new and interesting content to keep player entertained and invested. He also addresses the flexibility and speed it gives, making it the perfect fit for a dense annual update planning.

Takeaway

This talk is our way to encourage an "early access-like" live ops approach to other studios working on "content-heavy" game. In many instances this past few years, we feel that a lot of brilliant indie games could have benefited from such a development process and we hope that our testimony will help other devs to at least consider this option.

Intended Audience

This is for devs and studios that consider working on their game for months or even years. This talk discusses almost exclusively ways of designing content for a game after its release.



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