GDC2014 智能手機&平板電腦遊戲峰會首日安排

2014年中國遊戲開發者大會之智能手機&平板電腦遊戲峰會首日活動安排如下:

10月19日(週日)

9:15-12:25 | 13:45-18:15

3F /黃河廳

Sunday, October 19

9:15-12:25 | 13:45-18:15

Yellow River Hall, 3F

9:15-10:15

“東”風“西”漸——從中國叩響世界遊戲之門

Charlie Moseley, 創意總監 | Tap4Fun

是什麼原因導致在中國開發的95%的遊戲產品海外無法獲得認可?在本演講中,在海外最成功的中國遊戲開發商之一Tap4Fun的創意總監Charlie Moseley,將講述如何從中國開啓全球遊戲市場奧秘。從遊戲設計與開發,到本地化及市場營銷,這將是一次全面而深刻的要素綜述助力中國遊戲產品跨越文化鴻溝,展現於世界舞臺

9:15-10:15

Unlocking World Game Markets from China

Charlie Moseley, Creative Director | Tap4Fun

What make 95% of games developed in China unable to find success overseas? Learn the secret to unlocking worldwide markets from China in this session delivered by the Creative Director of one of China’s most successful game developers, Tap4Fun. From game design and production, to localization and marketing, this is a comprehensive overview of the necessary ingredients you’ll need to overcome China’s cultural borders and take on the world.

10:20-11:20

紀念碑谷》(Monument Valley)——留給我們的心靈感悟

Ken Wong, 主設計師 | ustwo

移動遊戲開發者現在正面臨這樣一個機會,不僅僅是開發廉價的、愛玩不玩的娛樂,而是能影響數百萬人生活的意味深長的體驗

相比視頻遊戲歷史的任何其它時期,現如今我們有了更好的工具、更多經濟模型的選擇、以及更多元化受衆。然而,在藝術性上的發展卻落後了。我們全力以赴地正在做什麼,以帶給這個世界更多愉悅、美好和創意?當玩家不再玩這個遊戲,我們留給他們什麼心靈感悟?

我們欣喜地看到儘管《紀念碑谷》(Monument Valley)幾乎打破了移動遊戲設計的每個傳統,但仍廣受業界好評,並獲得了巨大的商業成功。我們沒有料到的是,這個遊戲創建瞭如此強大的情感和智力聯繫,尤其和那些一般不玩遊戲的人。這促使我們再度審視移動遊戲作爲一個獨特的敘事、價值和藝術媒介的潛力。

10:20-11:20

Keynote: Monument Valley, and What We Leave In Hearts and Minds

Ken Wong, Lead Designer | ustwo

Mobile game creators now face an opportunity to create not just cheap disposable entertainment, but meaningful experiences that can affect the lives of millions.

Today we have better tools, more choice in economic models and more diverse audiences than any other time in video game history. Development of our artistry, however, lags behind. With all our power, what are we doing to bring more joy, beauty and ideas into the world? When the player stops playing, what have we left in their hearts and minds?

We were delighted when Monument Valley became a critical and commercial success despite breaking almost every convention in mobile game design. What we didn’t expect was for the game to create such a powerful emotional and intellectual connection especially with people who don’t normally play games. This prompted us to reexamine the potential of mobile games as a unique medium for story, meaning and art.

11:25-12:25

爲西方市場打造經久不衰的手機遊戲系列

耿煒偉, 資深產品總監 | Kabam, Inc.

在擁擠的應用程序商店市場中,手機遊戲會輕易地淡出視線,成爲無盡的作品庫中的一員。Kabam的耿煒偉將探討如何才能製作出一款優秀的手機遊戲,並維持長期的成功。Kabam最成功的手機遊戲《霍比特人:中土王國》(The Hobbit: Kingdoms of Middle-earth)和《亞瑟王國:北方之戰》(Kingdoms of Camelot: Battle for the North)自2012年推出以來,營收均超1億美元。作爲這兩個遊戲的資深產品總監,耿煒偉將分享他從中獲取的知識和見解。

11:25-12:25

Building Durable Mobile Franchises for the Western Market

Weiwei Geng, Executive Producer | Kabam, Inc.

In a crowded App Store market, where mobile games can easily fade into an endless library of titles, Kabam's Weiwei Geng will discuss what it takes to build a great mobile game and maintain it for long-term success. Weiwei lends his knowledge and insight as an executive producer of Kabam's most successful mobile games The Hobbit: Kingdoms of Middle-earth and Kingdoms of Camelot: Battle for the North, which have each grossed more than $100 million since their 2012 debuts.

13:45-14:45

妥協之中尋求突破——《決戰喵星》研發全程剖析

鮑嵬偉, 首席執行官 | 椰島遊戲工作室

全面介紹《決戰喵星》(Naughty Kitties)的研發過程,小型獨立團隊如何開發出中國App Store排名第一,歐美日排名前25的iOS遊戲。我們是如何從輕度休閒遊戲研發商轉型爲Freemium中度遊戲的研發,如何保既持遊戲的創新性又不失盈利性,展示這個過程中我們所作出的妥協、堅持以及不足之處。

13:45-14:45

Naughy Kitties Postmortem: Making Breakthroughs from Compromises

Wesley Bao, CEO | Coconut Island Studio

This session will share a thorough introduction on the developing process of Naughty Kitties and the way to develop No.1 iOS game in China App Store by the indie developer, which also ranks Top 25 in the US and Japan Stores. How we achieve the transition from casual game developer to mid-core F2P game developer, and how we preserve the innovation of games and meanwhile make them profitable will be explained. Wesley will reveal the compromises, the persistence and the shortcomings they have made during the development.

14:50-15:50

星海起航:《雷霆戰機》研發與運營分享

王昊蘇, 《雷霆戰機》運營經理 | 騰訊遊戲

孫強, 首席技術官 | 北京愛樂

一款簡單的飛行射擊遊戲,是如何聚攏億萬用戶,如何連續兩個月進入全球iOS遊戲收入榜前十。本演講主要講述《雷霆戰機》的遊戲設計理念原則,從單機網遊的演變過程。如何與騰訊社交關係的結合,如何進行市場推廣,以及《雷霆戰機》穩定運營經驗總結

14:50-15:50

Setting Sail and Heading for Oceans of Stars: Development and Operation Sharing of Thunder Fighter

Jacques Wang, Operation Manager of Thunder Fighter | Tencent Games

Qiang Sun, CTO | 5agame

How has a simple flight shooting game gathered hundreds of millions of users, and ranked among the top ten in global iOS game revenue list for two consecutive months? This talk will introduce the game design concept and principles of Thunder Fighter, and its evolution from a single-player game to a multi-player online game. It will also present how to combine the game with Tencent’s social relationship, how to conduct the marketing promotion, and summarize the stable operation experience of Thunder Fighter.

16:10-17:10

《三劍豪》:光照技術與製作管線

魏驍,首席技術官和聯合創始人 | 成都風際網絡科技有限公司

隨着移動平臺硬件性能的快速提升,高品質3D遊戲普及的性能障礙逐漸被掃清了。本演講將主要分享《三劍豪》是如何引入一些傳統意義上手遊不太使用的渲染技術。在製作的過程中,技術和美術是如何配合在性能有限的移動平臺上獲得效果與效率的最佳平衡,並會着重介紹《三劍豪》的光照工作流程、製作管線構建與優化技巧、以及在移動平臺上引入基於物理的光照的經驗。

16:10-17:10

Three Swordsmen: Lighting Workflow and Production Pipeline

Xiao Wei, CTO & Co-founder    | Wind Play

With the rapid improvement of mobile platform hardware performance, the performance obstacles of high-quality 3D game spread have been gradually cleared away. This talk will share some rendering techniques introduced into the Three Swordsmen but rarely used by the traditional mobile games. We will present, during the production process, how the technique and art combined to achieve the best balance of effectiveness and efficiency on a performance limited mobile platform, and highlight the Three Swordsmen's lighting workflow, construction and optimization techniques in pipeline production,  as well as the experience of introducing physics-based lighting on a mobile platform.

17:15-18:15

從《開心消消樂》看休閒遊戲製作

徐輝,高級副總裁和聯合創始人 | 樂元素遊戲

休閒遊戲的設計和製作同傳統的重度遊戲有着巨大的區別,尤其體現在設計理念、美術視覺效果設定、核心體驗的打磨等方面。樂元素的徐輝通過《開心消消樂》的設計和製作歷程,分享了樂元素在休閒遊戲設計要素方面的理解,總結了休閒遊戲的核心用戶體驗要點;也通過真實運營數據分享了關卡類休閒遊戲的關卡設計原則。

17:15-18:15

Viewing the Casual Game Production through Anipop

Rony Xu, Senior Vice President and Co-founder | Happy Elements

Design and production of casual games have huge differences with traditional core games, especially reflected in the design philosophy, art visual effect settings, core experience polishing and etc. Rony Xu from Happy Elements will introduce the design and production process of Anipop to share the company’s understanding on casual game design elements, summarize the core user experience key points of the casual games, and share the level design principals of the level casual games through actual operational data.