GDC + VRDC 2019 Session Scheduler

View, browse and sort the ever-growing list of GDC sessions by pass type, track, format, and more! With Session Scheduler, create an account to build your own GDC schedule and access it anywhere, including on the GDC app, once live.

If you've registered for GDC, you can use the same login credentials. Adding a session to your schedule does not guarantee you a seat. Sessions do fill up, so please arrive early to sessions that you would like to attend.

Squeezing into the Industry: How a Couple African Kids Made a Video Game

Ben Myres (Creative Director, Nyamakop)

Cukia Kimani (Technical and Business Director, Nyamakop)

Location: Room 2009, West Hall

Date: Monday, March 18

Time: 3:50pm - 4:20pm

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

Topic: Independent Games Summit

Format: Session

Vault Recording: Video

Audience Level: All

This talk will explore the notion of "breaking into" the independent games space in 2018. It will explore the assumptions about what "breaking in" means, where those assumptions falter, and how unorthodox goals for one's debut game might lead to longer term sustainability.

This session will use Nyamakop's experiences making their debut title, 'Semblance', as context for framing the talk. Specifically, how the creators made design, business, and marketing decisions to reach both assumed and lateral goals of "breaking in". As part of this, the speakers will also delve into the unique challenges/opportunities of making games in an African country.

Takeaway

Attendees will learn how Semblance's development was leveraged, often surprisingly, to enable two African creators to "break into" indie games.

Folks will have their assumptions challenged, gain insight into promising lateral goals for new developers, and learn why making games in Africa is different to other parts of the world.

Intended Audience

Indie game creators currently, or hoping to, operate as commercial game creators. A broader audience would gain insights into making games in Africa, and awareness of the choices made during the development of 'Semblance'.