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Sessions at SXSW Interactive 2011 matching your filters

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Friday 11th March 2011

  • The New Frontier of Social Gaming

    by Brian Reynolds

    In this talk, Brian will discuss the typical social gamer and how this profile has evolved in the last year. 2009 was about introducing social gaming to the mainstream. In 2010, social gaming has gone mainstream with 65 million people playing FarmVille alone. 2009 was about introducing social gaming to the mainstream. In 2010, the quality bar has gone up with the release of games like FrontierVille, which hit 20 million users in its first forty days. This talk is targeted towards social game developers. In the talk, Brian would discuss the innovation and mechanics it takes to build fun, viral and engaging social games.

    LEVEL: Intermediate

    At 3:30pm to 4:30pm, Friday 11th March

    In Room 12AB, Austin Convention Center

Saturday 12th March 2011

Sunday 13th March 2011

  • Companion Gaming: Single Brand Engagement Across Multiple Platforms

    by Chris Early

    This case study presentation will examine Ubisoft’s concept of “companion gaming,” which entails being able to play a game on one platform and have it relate to another game on a different platform, all within the same brand. Effectiveness of existing projects will be examined, including statistics on performance and adoption. Lessons learned and some suggested best practices will round out the session.

    LEVEL: Intermediate

    At 3:30pm to 4:30pm, Sunday 13th March

    In Room 12AB, Austin Convention Center

    Coverage slide deck

Monday 14th March 2011

  • Game On: 7 Design Patterns For User Engagement

    by Nadya Direkova

    How do you drive up user engagement? What game-like design patterns get your users to complete the sign-up, bring friends and come back? This session will expose the design patterns of engagement and incentives, including relevant metrics. Led by Nadya Direkova, Sr. Designer at Google and game designer, it will teach useful techniques that can drive up - and keep - your user base. You will leave with an arsenal of 7 design patterns to: design effective sign-up sessions and tutorials, promote virality, invite return visits, and apply game mechanics beyond points and bagdes. About the speaker: Nadya Direkova is Google’s local search designer and a game mechanics consultant - helping millions of users find knowledge and fun. She comes from the world of game design, having created fun games for Leapfrog and Backbone. She’s taught design at M.I.T. and spoken at IXDA’09 and SXSW’10.

    LEVEL: Intermediate

    At 12:30pm to 1:30pm, Monday 14th March

    In Ballroom C, Austin Convention Center

  • Indie Gaming Meets Indie Filmmaking

    by Moisés Chiullan

    For decades, prohibitive cost prevented creative independents in both the gaming and movie industries from getting their visions on screens of any size. Now that indie games and movies are known quantities on their own, we explore how they can collaborate and mutually benefit from the similarities and differences in their respective processes. This panel will serve as a case study of a specific project to be announced.

    At 5:00pm to 6:00pm, Monday 14th March

    In Room 12AB, Austin Convention Center

Tuesday 15th March 2011

  • Project 314: Putting The 'Game' Back Into ARGs

    by Adrian Hon

    Most ARGs are like icing on a cake - they make an existing TV show, movie, game or book taste even better by giving fans another way to explore and interact with the fictional universe. But you can't live on icing, so the question is: can an ARG ever work on its own, without relying on a massive audience from another medium?

    Very few have tried, and there are no enduring successes (including my own Perplex City). As a result, many have implicitly concluded that a 'native ARG' can't be done, and are now moving on to transmedia. But at Six to Start, we think it can be done, and we've been developing Project 314 to prove it.

    Project 314 is an online social game blended with an ARG, aimed at a mass audience (just like Zynga and Playfish games) but with a depth of gameplay, story, and world that they can't approach. During development, we found that there are enormous advantages in creating an ARG that's attached to an online game; for one, you can avoid the irritating friction that always occurs when switching between media; for another, it feels incredibly natural (and there are a few more to discuss)

    It took us three years to come up with the idea for Project 314, and to assemble the right team. In this talk, I'll also share why Project 314 is so important for the future of games and storytelling, why it took so long, and how other game developers can create similar games (while avoiding the pitfalls we encountered).

    LEVEL: Intermediate

    At 11:00am to 12:00pm, Tuesday 15th March

    In Room 12AB, Austin Convention Center

    Coverage video