The call for submissions is closed.
Deadline: Wednesday, May 2, 2012 @ 11:59PM PT
Speaker Expectations | Submission Guidelines | Submission Phases
Session Formats | Track & Summit Descriptions & Topics | FAQs
The Game Developers Conference® Online has finished soliciting lecture, roundtable, panel and full day tutorial proposals from local and international speakers with deep industry expertise and a fresh and unique perspective on the state of the online games industry.
GDC Online focuses on development of connected games including social network titles, free-to-play web games, kid-friendly online titles, large-scale MMOs, and beyond. In its 10th year, this event is the international hub for industry professionals looking to take full advantage of the opportunities of connected gaming in one of America's most creative and independent cities — Austin, Texas.
Please take a few minutes to read the submission guidelines, track/summit descriptions, and what is expected from you if you are accepted as a GDC Online speaker. We are seeking submissions for the following conference tracks and summits for the 2012 event:
GDC Online Tracks
Business & Marketing
Customer Experience
Design
Production
Programming
GDC Online Summits
Game Narrative Summit
Smartphone & Tablet Games Summit
GDC Gamification Summit
Game Dev Start-Up Summit
Conference attendees expect excellence from our speakers. They are industry veterans and will evaluate your class based on delivery, knowledge on the topic addressed, and the visuals presented. Please consider the following when proposing to speak:
All presentations must be submitted by the original authors.
We currently only accept submissions by original authors of the presentations. PR firms, speaking relation firms, and all other parties who are not direct authors of submitted presentations are discouraged from submitting a proposal on behalf of their clients/speakers. We require direct contact with presenters to expedite questions during the submission review process.
Vendor Specific Proposals
The Game Developers Conference does not accept product or vendor-related submissions. If your talk is a thinly-veiled advertisement for a new product, technology or service your company is offering, please do not apply. If you would like to publicize a product, please contact our sales team for information on exhibiting and other vendor opportunities, including sponsored sessions.
This year we will introduce the three phase submission process similar to the GDC (San Francisco).
Phase I: April 5-May 2, 2012
Prepare & Submit Session Proposal
See a sample production track submission from GDC here.
See a sample programming track submission from GDC here.
Phase II: (Late May - Mid June 2012)
Session Proposal Review, Notification
Phase III: (July-early August 2012)
Presentation Review & Confirmations
We are seeking sessions in the following categories, please select the duration that you feel is most appropriate for your lecture.
Format |
Duration |
Description |
Lectures |
60 or 25 minutes |
Lectures are issue-oriented, provide concrete examples, and contain both practical and theoretical information. We generally prefer only one speaker but we may accept two if you can demonstrate the second person is necessary. Postmortems and case studies are included in this category. |
Panels |
60 minutes |
Panels take many different viewpoints on a topic or issue and combine them in one debate session with a moderator. Debate among panelists (with very different opinions) is welcome and audience participation time should be accounted for. We prefer 60 minute time for this format and no more than 5 panelists. Include all of the panelists you will confirm in the proposal. A very limited number of panels will be accepted. |
Roundtables |
60 minutes |
GDC Roundtables are small peer discussion groups led by one moderator and limited to a maximum of 75 attendees. The moderator will facilitate conversation and keep the flow of discussion moving. They do not lecture or dictate. Constructive controversy and debate are welcome in roundtables. Topics that are open-ended in nature and promote an exchange of ideas generally work best in this format. |
Tutorials |
Full Day (5 hours) |
Day-long tutorials must teach attendees new skills. It should be interactive; you can have them work in teams; you can give them challenges; you can include competitions. The result of the time period MUST be that they'll feel they've learned something truly useful in the world of game development. It can be a skill, ability, a method or even the mastery of a tool. This long format is for hands-on learning and should fill 5 hours. |
We are seeking submissions in five tracks for the main conference dedicated to online game development. We are also seeking submissions to four Summit programs in specific emerging areas of the game industry.
GDC ONLINE TRACKS
Business & Marketing
The Business and Marketing Track will focus on best practices for successful online game promotion, monetization and merchandising, emerging distribution models, minimizing fraud, hacking, and gold farming. A global view of evolving publishing models and emerging platforms for online games will also be explored.
Customer Experience
The Customer Experience Track will discuss successful strategies to attract, retain and effectively monetize your players. Industry shifts in the last few years have led to a wide array of new techniques and technologies that can help increase profitability and retention by increasing player satisfaction and engagement. Topics in this track will include metrics-driven post-launch development, design patterns for expansion content, building and managing communities, policing user-generated content and managing community channels, valuable tools, scale management approaches, anti-fraud tactics, security safeguarding and more.
Design
Creating compelling, immersive games requires understanding, visualizing, demonstrating, and tuning the interactions of an ever-increasing number of game tools and systems. While online game designers need to understand and exploit the possibilities of new technologies and integrating social graphs, they must also continue to master the traditional disciplines of drama, game play, and psychology. The Design Track explores the challenges and ramifications of the interaction between new technologies and established techniques.
Production
Regardless of your platform or approach, the 2012 Production Track will provide you with tools and insights for managing your team in the demanding feedback oriented world of social and online game development. Sessions in this track will address strategies for developing games with rapid timelines for launch, content additions, scalability for startup teams, metrics driven design, creating sustainable games as a service while working with teams spread across the globe and keeping your teams engaged in the product long term.
Programming
In online game development, the programmers are the unsung heroes that determine whether a game is a smashing success or a dismal failure. The Programming Track at GDC Online will provide a comprehensive review of the technologies and skills necessary to deliver a successful online gaming experience. In 2012, the programming track will include in-depth technical talks on scalability for social games, integration tools and strategies, development engine comparisons, graphics and rendering, microtransactions, online security, and more
GDC ONLINE SUMMITS
Game Narrative Summit
The Game Narrative Summit is the most prestigious global event for state-of-the-art storytelling in videogames. This summit covers interactive narrative in all its forms, from AAA blockbusters to casual gaming. The event features an all-star lineup of speakers from every aspect of the field, with sessions ranging from the advanced and theoretical to hands-on workshops for writers, designers and others seeking to hone their narrative and gamewriting skills. Now in its 7th consecutive year at the GDC Online in Austin, the Game Narrative Summit attracts attendees from all over the world with a passionate interest in how interactive storytelling is evolving as a driving force in the future of entertainment.
Smartphone & Tablet Games Summit
The Smartphone & Table Games Summit at GDC Online brings together top game developers from around the world to share ideas, introduce best practices and discuss the future of gaming on established and emerging smartphone and tablet platforms, including the iPhone, iPad, Android OS phones, tablets and an abundance of similar new handheld devices.
This program will highlight the nuts and bolts of great game design and reveal successful business strategies behind this new breed of popular smartphones and tablets, exploring emerging business models, what it takes to break through App Store clutter on any given platform, community and marketing tips to succeed in the market, and design tips and tricks for handheld-length play sessions and touchscreens.
GDC Gamification Summit
The new Gamification Summit at GDC Online will discuss the debatable and sometimes problematic process of building game-like incentives into non-game applications, to address issues like productivity, health, marketing, and customer engagement. The day long program will include lectures and panels for game developers and other tech creators to exchange ideas, introduce best design practices and learn how to best serve the player to meet your organization's needs. This summit will bring fresh discussions about the integration points between games and technology and highlight inspired, successful case studies from today's forward-thinking businesses.
Game Dev Start-Up Summit
Starting up a new game development business is the first step to independence and increased creative freedom. But starting up any business is complicated. The new Game Dev Start-Up Summit presents a comprehensive step-by-step look at the issues, challenges, and realities of a new game dev as it forms and gets off the ground -- starting from pre-formation considerations and continuing through the necessities all businesses face. The growth of social games, on-line, download, free to play, and other niches and genres have created unprecedented opportunity for new talent. This day long program will identify the challenges and arm you with knowledge that can, together with your creativity and passion, help your new venture succeed.
Q: When is the Phase I submission deadline?
A: Wednesday, May 2, 2012 at 11:59pm PT
Q: What makes a good submission?
A: Some guidelines for a good submission include:
Q: How does the selection process work?
A: Please review the 3-phase process described in detail here.
Concept: This is the basic idea of your proposal. Is it interesting? Is it relevant? Will it be beneficial for game development professionals to hear? There's room for innovative ideas and the tried and true.
Depth: Has the idea in your proposal been well considered and fleshed out? To what extent will the audience gain insight? The more in-depth, the better.
Organization: Are your ideas organized in a fashion conducive to presentation in front of an audience? Will the Advisory Board "follow" what you are trying to say? Organization is a must!
Credentials: How do your credentials qualify you to speak on the topic you've proposed? ?
Q: Who will review my submission?
A: The GDC Online Advisors are distinguished industry professionals who volunteer their time to help develop the numerous sessions at GDC Online. They work to ensure that the quality of the content provided to attendees is high-level, relevant, and timely. The summits and main conference have unique advisory board members. Advisors to the specific program you select will review your proposal.
Click here to learn about the GDC Online Advisors
Q: What are the benefits to speaking?
A: The benefits to being a speaker include:
Q: What session topics are we looking for?
A: Please view the track and summit descriptions and topics section here.
Q: Who should I contact with additional questions?
A: Please contact Jen Steele at jen.steele@ubm.com with any additional questions.