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.
Sebastian Long (Managing Director, Player Research)
Location: Room 312, South Hall
Date: Thursday, March 21
Time: 2:00 pm - 3:00 pm
Pass Type: All Access Pass, Core Pass - Get your pass now!
Topic: Production & Team Leadership
Vault Recording: Not Recorded
Audience Level: Intermediate
The role of player feedback in game development can be divisive and complex. Some studios totally embrace players' engagement in design through early access, open development, routine user research, and community engagement. Other studios limit player feedback to post-launch, or perhaps eschew it completely.
How can teams use the 'voice of the player' rationally, effectively and deliberately?
Are there challenges you face that player feedback could overcome? Can you make a greater success of the feedback you already have?
How does the 'voice' of player data change through development?
These three roundtables present a valuable opportunity to surface your challenges, viewpoints and experience on the use of player feedback to inform game design. Learn from the experiences of fellow designers, researchers, data scientists, community and player champions, and take away new ideas and perspectives on the value of players' voice in design decision-making.
An open discussion on approaches, lessons, challenges and opportunities in the use of player feedback. Bring your questions on how to capture, comprehend, action and measure the impact of insights from real players.
Each of the three roundtables covers a differing phase of game development.
Game designers, producers and quality-owners with advice and opportunities. Researchers, data scientists, accessibility and community advocates with practical experience of player research, seeking broader horizons and a chance to learn from the successes of others.