GDC Europe 2016 Schedule

View, browse and sort the ever-growing list of GDC Europe sessions by pass type, track, and format. With GDC Europe Session Scheduler, you can build your schedule in advance and access it during the show via export or with the GDC Europe Mobile App. Sessions do fill up, so please arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.

In order to best utilize Session Scheduler, please use the login credentials you've set up on this page as your login credentials on our GDC Europe Mobile App. You can download the app on iTunes or Google Play.

*If you have utilized the Mobile App in the past, don’t forget to download the update!

All SessionsSpeakersMy Schedule
View Sessions As:
  
  • 'Armello': Bringing Tabletop Adventure to Life

    Speakers:
    Location:  Europasaal, 1st Level
    Format: Lecture
    Track: Independent Games Summit
    Pass Type: Independent Games Summit Pass, Student Pass, All Access Pass - Get your pass now!
    Vault Recording: Video
    Audience Level: All

    International indie success, 'Armello', is the result of League of Geeks' quest to make the best digital board game ever made; a game built upon millennia of tabletop design, whilst leveraging the power of video games.

    League of Geeks directors, Blake Mizzi and Trent Kusters, will step participants through the design process and decisions that guided League of Geeks through their almost five year journey bringing tabletop adventure to life; from the eight month paper prototyping phase, through the creation of a new IP, and the unique challenges it all presented.

    Takeaway

    Through a series of deep dives, attendees will see the design processes and methodologies driving LoG's original digital board game, Armello. Most importantly though, attendees will see the unique challenges LoG's ambitious goal created and how the team prevailed in overcoming them - and where they didn't.

    Intended Audience

    Blake Mizzi is responsible for the majority of Armello's game and systems design, and Trent Kusters' its creative direction and narrative design. Hearing these two development perspectives in concert will serve game designers of all skill and experience levels, as well as those with an interest in alternate production models.