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DICE Summit 2024: Shaping the Future of Gaming in Las Vegas

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“D.I.C.E. Summit 2024” recently concluded in the vibrant city of Las Vegas, bringing together the brightest minds and visionaries from the gaming industry. The event served as a melting pot of ideas, innovation, and inspiration, with industry leaders sharing insights and perspectives on the evolving landscape of gaming.

Diversity and inclusion were key themes throughout the summit, with leaders emphasizing the importance of creating a more inclusive industry. Sarah Chen, CEO of a prominent game development studio, highlighted the significance of diversity in driving innovation: “At DICE Summit, we came together to discuss how we can build a more inclusive industry. Diversity isn’t just a buzzword – it’s essential for driving creativity and pushing the boundaries of what’s possible in gaming.”

The summit also explored the transformative impact of technology on game development and distribution. David Kim, Chief Technology Officer at a leading game publishing company, spoke about the opportunities presented by cloud gaming and subscription services: “Cloud gaming and subscription services are reshaping the gaming landscape, offering new ways for players to access and enjoy games. At DICE Summit, we discussed how these technologies are revolutionizing the industry and what it means for developers and publishers.”

In addition to thought-provoking discussions, the summit provided attendees with opportunities to network, collaborate, and forge new partnerships. Jessica Wong, founder of a small game studio, shared her experience: “As an indie developer, DICE Summit was an invaluable opportunity to connect with industry peers and learn from their experiences. The sense of community and support at the event was truly inspiring.”

Looking ahead to the future, there is excitement and anticipation for the DICE Summit 2025. With advancements in technology and the continued growth of the gaming industry, next year’s summit promises to be even more impactful and innovative.

One exciting development for the 2025 event is the integration of virtual reality (VR) and augmented reality (AR) technologies. Attendees can expect immersive experiences that showcase the latest advancements in VR and AR gaming. From interactive demos to panel discussions on the future of immersive storytelling, VR and AR will take center stage at DICE Summit 2025.

Another highlight of the 2025 event will be the focus on artificial intelligence (AI) and machine learning. With AI-driven game design and procedural content generation becoming increasingly prevalent, industry leaders will explore how these technologies are shaping the future of game development. Attendees can look forward to insightful discussions on the ethical implications of AI in gaming and its potential to enhance player experiences.

DICE Summit was a testament to the creativity, innovation, and camaraderie that define the gaming industry. As we look ahead to DICE Summit 2025, there is excitement for the continued evolution of gaming and the opportunities that lie ahead.

America’s Largest Retro Gaming Event Returns to Milwaukee

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Midwest Gaming Classic welcomes game lovers to the Baird Center, April 5-7th.

MILWAUKEE – The weekend-long gamer’s paradise, Midwest Gaming Classic, is set to return to the Baird Center the weekend of April 5-7th. Filling the downtown convention center, these guests will play over 10,000 games that range from vintage to new releases. Enjoy classic pinball and arcade games, every generation of console, tabletop games, live entertainment and meet and greets with pop-culture personalities — all with the price of admission. Kids under 9 can attend for free. View the 2024 trailer here

This annual event draws attendees from all over the Midwest and the world, with many coming from Japan, South Korea, Australia, the United Kingdom, Germany, and Spain. Last year saw 23,000 attendees and even more are anticipated this year as the event continues to see growth year over year. The Midwest Gaming Classic is now the largest celebration of retro and modern gaming in the country, with more than 250,000 square feet of gaming and nostalgia. The event is estimated to generate over $2 million in tourism dollars for the Milwaukee area, according to Visit Milwaukee. 

“Our goal is to create a fun and welcoming environment where people of all skill levels can gather to enjoy their favorite games and discover new ones,” says co-founder Dan Loosen. “In addition to hardcore gamers, a common sight on the weekend is parents sharing their childhood favorites with their kids, such as Oregon Trail, pinball games, Pokémon cards, or NBA Jam.”

The weekend includes thousands of free-play pinball, arcade, and console games, a playable gaming museum, game tournaments and esports competitions, tabletop gaming, tabletop role-playing games, trading card games, entertainment wrestling, cosplay, live-action role-play opportunities, and celebrity and industry professional panels and meet & greets.

Among the unique programming attractions this year will be Wisconsin native Steve Henneberry (aka “Tower” from American Gladiator), who will combat attendees in Johann Sebastian Joust, a no-graphics, digitally-enabled playground game designed for motion controllers. Attendees can also look forward to a wider variety of esports, gamer podcasts, the MGC Cosplay Championship, and The World of Nintendo Exhibit.

Game Developers Choice Award’s Lifetime Achievement and Ambassador Award Recipients

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Host for the Game Developers Choice Awards will be Writer and Content Creator Alanah Pearce, with Entrepreneur Trinidad (Hermida) Black presenting the Independent Games Festival Awards

SAN FRANCISCO – February 9, 2024 – Organizers of the 24th Annual Game Developers Choice Awards (GDCA), the premier accolades for peer recognition in the digital games industry, will honor Yoko Shimomura, composer for games such as Kingdom Hearts, Super Mario RPG, Street Fighter II and Final Fantasy XV with this year’s Lifetime Achievement Award. Fawzi Mesmar, who has worked at major game companies for over 20 years in the industry and is an active mentor, author, public speaker and more, will receive the Ambassador Award, awarded to individuals who elevate video games and the industry as a whole to a better place.

In addition to the reveal of the special award recipients, the organizers behind the GDCA and 2024 Independent Games Festival (IGF) have named the host for each award show. This year, the GDCAs will be presented by Alanah Pearce, a writer and content creator who has been working in video games for 10+ years. She’s currently writing at a AAA games studio, as well as running a successful YouTube channel, several podcasts that focus on game development and directing the annual Video Game Accessibility Awards. The Independent Game Festival (IGF) Awards ceremony will be presented by Trinidad (Hermida) Black, the Executive Director of The Black in Gaming Foundation and CEO of The Hermida Company.

Lifetime Achievement Award honoree Yoko Shimomura is a respected Japanese composer and pianist who has delighted players across the world thanks to her work on many iconic game soundtracks. Yoko began her career at Capcom in 1988 where she worked on the music for titles including Street Fighter II, Final Fight and The King of Dragons. In 1993, she joined Square (now Square Enix) where she composed the soundtracks for games such as Live A Live, the Kingdom Hearts series, Final Fantasy XV, Super Mario RPG and Legends of Man. Yoko later departed from Square Enix and founded her own music production company called Midiplex, where she still works to this day, and she also serves as a member of the music label Brave Wave Productions.

Fawzi Mesmar, recipient of this year’s Ambassador Award, is an award-winning creative director, game designer, author, public speaker and mentor whose career has spanned over two decades in the games industry. Fawzi’s career has taken him to the Middle East, New Zealand, Japan and Europe, where he worked for several notable game companies such as Ubisoft, EA, King (Activision Blizzard), Gameloft and Atlus, and he has worked on over twenty tiles and had a hand in developing well-known franchises such as the Battlefield, Candy Crush, Mario Rabbids, Star Wars and Persona series. Fawzi is also the author of the first-ever textbook about game design in Arabic: Al-Khallab On The Art of Game Design and has co-authored nine comic books under the Men of Honour series. In recent years, Fawzi won the Game Dev Heroes award in 2020 within the Game Design category and in the same year, was named one of the industry’s top 100 game changers.

“We are so proud to honor Yoko Shimomura and Fawzi Mesmar for their multiple decades worth of contribution to the crafts of art and making games,” said Stephenie Hawkins, Event Director at Informa Tech. “Not only have they created enduring works in the medium, they’ve also carved a path that allowed others in their fields to thrive and succeed. Their success is measured not just in their singular accomplishments, but in the ways they’ve inspired the works of other aspiring composers and designers around the world.”

The 24th annual GDCA awards ceremony will take place during the 2024 Game Developers Conference (GDC) on Wednesday, March 20, and is held in conjunction with the Independent Game Festival (IGF) awards. Recipients of the Lifetime Achievement and Ambassador Awards were chosen by this year’s Game Developers Choice Editorial Committee, following suggestions from the International Choice Awards Network (ICAN). All GDC 2024 pass-holders will be able to watch both award ceremonies in-person at San Francisco’s Moscone Convention Center. The GDCA and IGF award shows will also be livestreamed on the official GDC Twitch channel.

For more information about the 24th annual Game Developers Choice Awards, visit: http://www.gamechoiceawards.com. For more details on the Game Developers Conference, please visit the GDC’s official website, or subscribe to regular updates via Facebook, Twitter, or RSS. Official photos are available via the Official GDC Flickr account: www.flickr.com/photos/officialgdc.

About GDC

The Game Developers Conference® (GDC) is the world’s largest professional game industry event with market-defining content for programmers, artists, producers, game designers, audio professionals, business decision makers, and others involved in the development of interactive games and immersive experiences. GDC brings together the global game development community year-round through events and digital media, including the GDC Vault, GameDeveloper.com, Independent Games Festival, and the Game Developers Choice Awards.

GDC is organized by Informa PLC, a leading B2B information services group and the largest B2B Events organizer in the world. To learn more and for the latest news and information visit www.informa.com.

Orccon 2024 is next week!

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From Strategicon: Strategicon presents our first show of 2024 — Orccon 2024 at the Los Angeles Airport Hilton over Presidents Day weekend (Feb 16 – Feb 19). Preregistration for the show and events ends by end of day Monday February 12th, so don’t miss out!

We still need volunteers for all sorts of things. Run games, help with the family area, work the registration desk, whatever — we need people to make a live convention happen. If interested in getting in for free in exchange for 8 hours works please sign up at www.strategicon.net/?volunteer.

Orccon’s 2024’s schedule is packed. So many events that we cannot possibly list them all here. Games include Magic: the Gathering, Catan, Werewolf, Ticket to Ride, Power Grid, Dungeons & Dragons, Battletech, Lorcana, Warhammer, over 100 different board games, over 100 different sections of RPGs, historical and non-historical miniatures (plus painting lessons!), collectible card games, video games, traditional, party, and family games, live-action games, and a whole lot more. There’s even several playtests of games yet to be published!

Most of our games allow pre-registration and if you have signed up for the convention you have a few days left to sign up for your favorite game. With over 750 games on our schedule even if you had 180 hours of convention you couldn’t play them all. However, you only have 78 hours of play time at the convention and in about that same amount of time pre-registration is closing! (Hint: Go sign up now)

For those that like to shop we have over 40 vendors in our dealer room. Many old favorites along with some fresh faces. A wide variety of games and game-related paraphernalia for every type of gamer. We also have the Strategicon Flea Market and the Strategicon Game Auction. Here you can find that missing gem for your collection or possibly clear your closet of your surplus games.

Go to www.strategicon.net to register and we will see you in just over a week! We even have T-Shirts!

2024 Taipei Game Show Concludes with Grand Finale Dates Announced for Next Year’s TGS in January

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Taiwan’s largest gaming event has come to a successful close! The 2024 Taipei Game Show has drawn the curtains, and despite the incursion of a near-arctic cold front pushing temperatures below 10 degrees, the enthusiasm of gamers remained undiminished. The weekend saw the crowd swell in numbers, and official tallies over the four-day event counted an impressive 360,000 attendees. The TGS, the largest in nearly three years, was enthusiastically supported by domestic and international exhibitors alike, with gamers actively showing their support with many exclaiming, “This year was incredibly fun!”

Furthermore, affirming Taiwan’s role as a crucial hub in the Asia-Pacific gaming market, the TGS B2B Zone this year drew in more than 1,800 business visitors from 35 countries and regions within a mere two days, leading to almost 2,000 business discussions. The Asia Pacific Game Summit, which addressed the latest industry trends, was filled to capacity, with numerous attendees even standing and taking notes, a testament to the substantial and enriching content of the presentations.

The TGS organizer has also revealed that the next TGS will take place from January 23rd to 26th, 2025. They invite gamers to reserve the time for the most exciting gaming event early next year and encourage exhibitors to secure their spots early.

Exhibitors’ Final Showcases Draw Eyes

Gamers Queue Up for Final Opportunity to Trial Unreleased Games

As Sunday approached, exhibitors were playing their strongest hand, showcasing thrilling events like the Jesu Cup “Street Fighter 6” tournament. After intense matchups, the champion title was clinched by player Ugang, who received a console and a large joystick  as winning prizes. KOEI TECMO’s two special stage events invited famous live streamers for audience interactions, with simultaneous online broadcasts, allowing gaming fans to join in the fun online. Additionally, 17 LIVE featured a dreamlike Japan-Taiwan collaboration between V-LIVER and Yakushiji Akira, crossing the boundary between the virtual world and reality.

The final day of the show still saw a continuous stream of visitors. Nintendo showcased over 20 games and hundreds of test play consoles, including many highly anticipated unreleased titles. For example, the long-awaited Traditional Chinese trial version of “Momotaro Dentetsu: Showa, Heisei, Reiwa mo Teiban!” made a grand appearance, raising high hopes for more games to be localized. SHUEISHA GAMES, making its debut in Taiwan, not only offered new game trials and exclusive merchandise but also presented several manga titles in oversized physical book formats, sharing fun facts about the adorable works. Fans commented with a smile that the games felt fresh and seeing classic manga was a delightful experience.

Furthermore, Aniplex’s “Hookah Haze,” which opened globally for trial play, has been a sensation, featuring cosplayer YuiRi as the protagonist “Aijou Amu ” for four consecutive days, sparking a frenzy among attendees eager to take photos. “Devil May Cry: Peak of Combat” prepared exclusive limited gifts and dazzled fans on the final day with a dashing appearance by the cosplayer of the character V. “GODDESS OF VICTORY: NIKKE” planned a reward event, inviting all commanders over level 100 to participate in an exclusive lucky draw at the booth. “GIRLS FRONTLINE 2: EXILIUM” brought its charming characters to life with an engaging challenge event where fans could win a photo session with cosplayers by succeeding in a shooting challenge. Competitively vying for a photo with their favorite character, players were eager and excited, with many inquiring, “When will it be released? I can’t wait to play!”

Board Game Wonderland’s Final Day Offers Jaw-Dropping Discounts

Final Opportunity at STEAM Sale Event for All Game Titles in Indie House

Celebrating its 10th anniversary, Board Game Wonderland this year not only featured local designers but also welcomed numerous board game enterprises and studios from Japan and Hong Kong. A diverse array of games caught the attention of both children and adults alike. Paired with a variety of interactive activities, many took advantage of the last day to try games and collect points for the draw, with exhibitors offering steep discounts that were too good to pass up, creating an exceptionally vibrant buying atmosphere.

Meanwhile, the largest-ever Indie House area was not just a playground for gamers but also a meeting point for developers. They not only shared their experiences of trial plays but engaged in in-depth discussions about game design, turning the space into a massive collaborative forum. Some developers even tweaked their games on the spot in response to player feedback, exemplifying the core value of the Indie House area: to garner diverse input and refine their creations to perfection.

The Taipei Game Show’s STEAM sale is still going strong, with over 200 games available at fantastic discounts starting from 70% off. The event runs until the 30th, offering gamers the chance to purchase the games they’ve enjoyed testing at TGS.

Non-Stop Networking in B2B Zone for 14 Hours

2000 Meetings Connect the Gaming Industry Chain

The B2B Zone this year was buzzing with activity over two days and a total of 14 hours. The meeting spaces were filled with business visitors, with over 1,800 business visitors from 35 countries and regions representing the entire spectrum of the gaming industry chain, engaged in conversation. According to statistics, there were up to 2,000 business meetings. International visitors commented that the meetings went on from morning until night without a break, and while exhausting, the outcomes were highly rewarding. The entire event served as an excellent stepping stone to unlock new business opportunities.

More than that, The B2B Zone biz-matching system will continue to offer the business card exchange feature for a month, allowing all business visitors to extend their networking beyond the physical venue. TGS will also periodically host various themed business networking events and continue collaborations with global expos, urging industry professionals to stay updated on the latest information and not miss any business opportunities.

APGS Packed to Capacity, Covers Comprehensive Topics

Bandai Namco Entertainment, SQUARE ENIX, SHUEISHA GAMES, and Ubisoft Montpellier, who shared their diverse experiences of major game titles. Industry experts from companies such as Moloco, Xsolla, Google, Worldpay, Cloudflare, and The Game Marketer also participated, dissecting from multiple angles how game operators can address pain points in marketing, payments, cybersecurity, localization, and cloud applications, sharing secrets to exploring new blue ocean markets.

In addition, the dedicated session “Metaverse Forum,” in collaboration with the Asia Silicon Valley Development Agency, gathered experts from BEARVFX Co., Ltd., KryptoGO, and HTC VIVERSE. With the guidance of Paul Lee, CAO of the Asia Silicon Valley Development Agency, the speakers engaged in dialogue that illustrated the future landscape of the metaverse industry. The dedicated session “Emerging Technologies in Game Development” saw a convergence of cross-industry vendors like Alibaba Cloud Intelligence International, Toii Games, Skvader Entertainment, and Gaia Information Technology, sharing their insights and expectations for emerging technologies and their transformative trends, from game development to player experience, delving into the integration and innovation possibilities within Web 3.0, blockchain, and other future domains.

February 2024 Game Industry Events Calendar

Happy February Festivals! We’ve put together yet another great list of events you can attend for the month. As we continue to warm up to the new year, the event season ramps along with a wider variety of events. As our “February Festivals” opening hints at, this month is chock-full of festivals, conferences, and more.

After February, expect a quick buildup to the expected GDC hype in March. Many of the listed events are included in the calendar from your contributions in submitting events to the calendar. Thank you for continuing to support us!

Check out this month’s event list below. You can also click here for the main calendar that includes events into 2024 and beyond.

February 3: WN Connect Pakistan
3: Video Game Market Leeds
5-12: Steam Next Fest February (Online)
7-8: Gamesforum Barcelona
9-11: Arabic Games Conference
13-15: D.I.C.E. Summit
13-15: Game Connection Online
15-16: Gamedev Summit
15-16: WN Conference Abu Dhabi
15-16: HIT Games Conference Online
16: Guildford Games Festival
21-23: Devcom Leadership Summit
27-28: India Digital Summit
28-29: DevGAMM Gdansk (Hybrid)

Which events are you attending this month? Let us know by commenting on this article here or on Twitter and Facebook!

Game Developers Conference (GDC)’s 12th Annual State of the Game Industry Survey Results

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Survey of More Than 3,000 Game Developers Also Shares Frustrations with Twitter/X, an Increased Focus On Accessibility Features and Highlights More Major Game Industry Trends and Changes Ahead of The Largest Gathering of Game Makers Each Year At GDC 2024

SAN FRANCISCO – January 18, 2024 – The Game Developers Conference (GDC) has released the results of the 12th annual State of the Game Industry Survey, which reflects key trends and changes within the games industry based on responses from more than 3,000 game developers who took part in the survey. The State of the Game Industry Survey sheds light on industry-wide sentiment and insights in the lead-up to GDC 2024, which takes place at San Francisco’s Moscone Convention Center from March 18 – 22.

This year, GDC and GameDeveloper.com have partnered with one of the leading global research firms, Omdia, to dissect and analyze the survey data, providing more detailed insight than ever before. The analysis of the State of the Games Industry Survey results revealed that developers are concerned about the increasing number of layoffs, the ethical uses of artificial intelligence and changing game engine policies and pricing. Game makers have also noted that they’re incorporating more accessibility features in games, have seen an increase in return to office policies and widely use Twitter/X for word-of-mouth marketing, though many have grown frustrated with the platform and owner Elon Musk’s policies.

One-third of developers have been impacted by layoffs, and half are concerned there could be more

One-third of developers (35%) said they’ve bee impacted by layoffs—either by having some layoffs take place within their team or company or by being laid off themselves. Quality assurance developers appear to have been hit the hardest, with 22% of them saying they were laid off this year (compared to 7% of all developers). Business and finance professionals reported the least layoffs (2%).

Over half of respondents (56%) expressed some level of concern that their company could see layoffs in the next 12 months, while one-third said they weren’t at all concerned. When asked to share their thoughts on the rise of layoffs in the game industry, many developers cited post-pandemic course correction, studio conglomeration, and economic uncertainty as possible explanations, and some expressed a desire for unionization to better protect workers.

As a clarifying note, the tSate of the Games Industry Survey was conducted in October 2023 and as such, these survey results pre-date the latest wave of industry-wide layoffs that took place at the end of 2023 and beginning of 2024.

One-third of developers have switched game engines in the past year or thought about doing so

 

According to the survey, Unreal Engine and Unity are the most used game engines, with 33% of developers each classifying them as their main toolset of choice. These were followed by proprietary/in-house engines and the open-source game engine Godot.

However, in October 2023, Unity announced it would begin collecting a “Runtime Fee” based on the number of game installs, which resulted in considerable backlash and the amendment of the new policy. Following these developments, it looks like some developers are thinking about changing things up.

One-third of respondents said they’ve either considered switching game engines within the past year or they’ve already done so, while almost half said they haven’t considered switching. When asked to explain their reasons for possibly switching game engines, many developers cited Unity’s policies as their main motivator. According to an analysis of open responses conducted by Omdia, 51% said they were interested in switching specifically to Godot, either from Unity or Unreal Engine.

Four out of five developers are worried about the ethical use of AI

 

When it comes to how Generative AI will impact the game industry as a whole, game makers appear to be mixed. Those working in business, marketing, and programming were more likely to say the technology would have a positive impact while those in narrative, visual arts, and quality assurance were more likely to say the impact would be negative.
Even though many developers seem to be uncertain about the industry impact of Generative AI, they are quite certain about the ethical impact. A large majority (84%) of developers indicated they were somewhat or very concerned about the ethics of using Generative AI, while only 12% stated they had no concerns.

Developers shared a range of potential issues regarding the technology. Some worried that Generative AI usage could lead to more layoffs at game companies whereas others expressed concerns about how the tools could supercharge copyright infringement of intellectual property and whether AI toolmakers would train their models using data obtained without the creator’s consent.

Half of developers work at companies with policies on Generative AI use

Over half (51%) of developers said their companies have instituted some sort of policy regarding the use of Generative AI in the workplace, with many of them saying their companies have made use optional. Only 2% said Generative AI tools are mandated in their workplace, while 12% said they’re not allowed to use any of them.

AAA studios were more likely than indie studios to have company policies regarding the use of Generative AI tools, especially when it comes to restricting them. One-fifth (21%) of AAA developers said their companies have banned the use of such tools, compared to 9% of indie developers.


Half of developers say their companies implement accessibility measures in their games

Almost half (48%) of respondents said their companies have implemented accessibility measures into their current projects (up from 38% in 2023), while 27% said their companies have not implemented any of those features (down from 32%). The most popular accessibility features being added were industry standards like closed captioning, colorblind mode, and control remapping. Other notable features included content warnings, accessible hardware and controls, and phobia accommodations.


Social media is the biggest marketing draw, but developers are frustrated with Twitter/X

Word of mouth and social media were the most-used marketing tools for game developers, with 76% of developers saying they utilize Twitter/X compared to other platforms, however many developers expressed that they aren’t happy with the platform itself. When respondents explained how their use of social media marketing has changed in the past year, 97% of the ones who mentioned Twitter/X expressed negative views about the platform, according to an analysis of open responses conducted by Omdia. Responses included frustration about Twitter/X and its owner Elon Musk, the sheer number of apps and platforms companies must navigate, and a general lack of knowledge or interest in social media marketing.

AAA developers are more likely to have mandatory RTO policies

One-fourth (26%) of developers said they have some form of mandatory return-to-office (RTO) policy at their company, either working full-time in the office or a hybrid schedule, while the rest (74%) either don’t have an RTO policy or say the ones they have make in-office work optional.

AAA developers appear to be far more impacted: 40% of them said they currently have mandatory return-to-office policies (most of them being hybrid), compared to 15% of indie developers and 28% of AA developers. Respondents working in business and finance were most likely to say they work a hybrid or 5-day in-office schedule, while those working in narrative reported the most remote flexibility.

According to an analysis of open responses conducted by Omdia, developers with the option to work from home reported the most satisfaction with their arrangement, while those with mandatory RTO schedules (especially hybrid schedules) reported the most dissatisfaction.

Those in favor of mandatory RTO noted how in-office work is better for productivity and team collaboration, while those opposed said the practice has led to mass resentment and contributes to employee attrition.

More statistics and insights can be found on the full State of the Game Industry Survey

The full survey, which includes more insight into the game development community’s thoughts on these topics and a multitude of other facts and details, can be downloaded for free here.

For more details on the Game Developers Conference, please visit the GDC’s official website, or subscribe to regular updates via Facebook, Twitter, or RSS.

About the Game Developers Conference (GDC)

The Game Developers Conference® (GDC) is the world’s largest professional game industry event with market-defining content for programmers, artists, producers, game designers, audio professionals, business decision-makers, and others involved in the development of interactive games and immersive experiences. GDC brings together the global game development community year-round through events and digital media, including the GDC Vault, gamedeveloper.com, Game Developer Jobs, Game Developer Talks, Independent Games Festival and Summit, and the Game Developers Choice Awards.
GDC is organized by Informa PLC, a leading B2B information services group and the largest B2B Events organizer in the world. To learn more and for the latest news and information visit www.informa.com.

January 2024 Game Industry Events Calendar

Happy January Jubilee! We’ve put together yet another great list of events you can attend for January. As we warm up to the new year, the event season starts slow but steady with a nice selection of conferences and conventions in the mix. This month of course has the yearly Global Game Jam kicking off as well.

After January, expect a quick buildup to the expected GDC hype a couple of months later in March. Many of these events are included in the calendar from your contributions in submitting events to the calendar!

Check out this month’s event list below. You can also click here for the main calendar that includes events into 2024 and beyond.

January 5-7: OrcaCon
9-12: CES
11-12: Ethical Games (Online)
12-14: Copenhagen Gaming Week
13: Mobidictum Business Meetup Ankara
17-19: Digital Gaming India Expo (Hybrid)
18-21: Super MAGFest
22-23: Pocket Gamer Connects London
22-28: Global Game Jam (Online)
23: 13th Annual New York Game Awards
25-28: Taipei Game Show

Which events are you attending this month? Let us know by commenting on this article here or on Twitter and Facebook!

SIGGRAPH Asia 2023 Sets New Heights for Innovation in Sydney: Gears Up for Next Edition in Tokyo

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Sydney, Australia, 20 December 2023SIGGRAPH Asia 2023 concluded on December 15th at the iconic International Convention Centre Sydney (ICC Sydney). The event, organized by Koelnmesse Pte Ltd and ACM SIGGRAPH, a renowned special interest group within the Association for Computing Machinery (ACM), marked a tremendous success in shaping the future of animation, virtual reality, artificial intelligence, and related Computer Graphics and Interactive Techniques technologies. With 5,690 attendees hailing from more than 40 countries and featuring 30 exhibiting brands, the conference and exhibition exemplified the industry’s vibrant dynamism and rapid growth.

SIGGRAPH Asia 2023 Conference Chair June Kim said, “As the curtain falls on SIGGRAPH Asia 2023 in Sydney, it stands out as a brilliant success. Thousands of visitors from over 40 countries experienced innovation at its peak, with over 30 leading brands and impactful presentations setting new standards in computer graphics and interactive techniques. From keynotes by luminaries to groundbreaking showcases and awards, we’re grateful for the support of computer, animation, and tech visionaries. Special thanks to our partners in Sydney for being tremendous hosts”.

Key Highlights and Achievements

The SIGGRAPH Asia 2023 Conference and Exhibition represented a vibrant showcase of the latest developments in the Computer Graphics (CG) arena. Luminaries Jun Murai of Keio University and Joe Letteri from Wētā FX, shared invaluable insights with their keynote presentations on “Internet Civilization: A New Frontier for Humankind” and “Innovation & Avatar: The Way of Water” respectively.

The event buzzed with intellectual stimulation. Featured sessions included speakers like Rob Bredow of Industrial Light & Magic, and Paul Debevec of Netflix, who offered unique perspectives, touching on themes ranging from the synergy of art and technology to the frontiers of virtual production. Forward-thinking panels delved into the latest trends in Character Animation, VFX, Digital Humans, and the future of computer animation tools.

The Conference also took a compelling look into how a hybrid society is emerging via extended reality by exploring how with Digital Twin, artifacts, space, and humans can be replicated in a digital form. One of the highlights was a real-time demonstration that demonstrated how digital twin, big data visualization, and extended reality can connect from Sydney to other cities via Super Speed Connectivity.

Much conversation at SIGGRAPH Asia 2023 revolved around Generative AI, a topic that was brought up at numerous sessions. These sessions delved into the intricacies and applications of Generative AI, providing valuable insights, and expanding the overall understanding of this cutting-edge technology.

Fostering Future Talent and Education

The theme ‘Connecting Stories’ rang true among participants, who described how important it was to convey how their technology was being applied in an everyday sense – whether it be to help blind people navigate, or an apparatus that uses sign language. Students, Researchers, and Academics mingled with those from industry, sharing their ideas and work in progress.

Attracting newcomers to the industry is important, and so SIGGRAPH Asia sought ways to proactively interest the young. Another notable highlight of the conference was the Computer Animation Festival, which featured an eclectic mix of 38 films, ranging from narrative shorts to scientific visualizations. It included works from the inaugural Junior Computer Animation Festival, which brought to life the event’s commitment to fostering new talent.

Technological Showcases and Inclusivity

SIGGRAPH Asia 2023 was a technological extravaganza. Emerging technologies were showcased that are set to redefine the industry. Over 900 Technical Papers were submitted to SIGGRAPH Asia 2023 and juried by more than 180 experts and over 3,000 anonymous peer reviewers.

Courses and Talks sessions, particularly those focusing on the transformative potential of artificial intelligence on the tools the industry uses, were a window into the future of the industry. New tools offer potential in lowering the barriers to entry for more artists and designers to join the computer graphics and interactive techniques sectors.

Inspiring panel discussions underscored how SIGGRAPH Asia places emphasis on creating a neuro-diverse and inclusive community, providing a nurturing environment for discussions and learning as to Diversity, Equity and Inclusion (DEI).

Recognizing Excellence

Outstanding individuals and teams were celebrated through multiple esteemed awards programs (refer to this link). Among the notable honorees, Australian artist Paul Brown received the prestigious Distinguished Artist Award for Lifetime Achievement in Digital Art from SIGGRAPH ACM and Singaporean Associate Professor Yong Tsui (YT) Lee was honored with the SIGGRAPH ACM Outstanding Service Award in recognition of his nurturing and fostering of the SIGGRAPH Asia community and Conference.

An intriguing Exhibition

Visitors to the SIGGRAPH Asia 2023 Exhibition left with their imaginations ignited by the boundless potential of technology. From healthcare and transportation to the vast realms of space and entertainment, technology was showcased as a powerful force bringing visualization and interactive tools into our everyday lives. Prominent industry leaders, including FORUM8, Adobe, NVIDIA, Industrial Light and Magic, MSI, Vicon, and Wētā FX exhibited, offering glimpses into the future of Animation & Visual Effects, Augmented Reality, Cloud-based Systems, Computer Graphics, Interactive & Innovative Technologies, Gaming Technologies, Imaging, Virtual Reality & Simulation, Visualization, and much more.

People attended Demoscene to see the very cutting-edge of computer demonstrations, and the Experience Hall to participate in an immersive Art Gallery, an Extended Reality (XR) program, and witness the emergence of the very latest Emerging Technologies for CGI, special effects (FX) and animation.

Adding to the allure of the event were the exhilarating Exhibitor Talks, featuring influential speakers from Adobe, Canva, DNEG, Foundry, Gigabyte, NVIDIA, and Pixar Animation Studios, who enthralled and inspired audiences with the latest advancements in technology and the innovative techniques that are shaping the future.

To Tokyo and Beyond

As SIGGRAPH Asia 2023 drew to a close, it left an indelible mark on Sydney participants, many of whom had never attended a SIGGRAPH event prior. Hosting the event in Sydney is a reflection of the nation’s growing importance in the global computer graphics industry. The local surge in activities in both 2D and 3D animation work is evident in the increasing demand for artists and expansion of local production companies in these fields, and insofar as local companies are expanding their capabilities and adopting new technologies for series work.

Conference Chair June Kim encapsulated the spirit of the event, expressing gratitude to the supporters and looking forward to the next edition in Tokyo: “I am deeply grateful to all the local and international supporters for making this edition in Sydney exceptionally memorable and successful. We eagerly anticipate the next gathering in Tokyo in early December 2024!”

To learn more about SIGGRAPH Asia 2023, visit: https://asia.siggraph.org/2023/

DreamHack Atlanta Closes with More Than 40,000 in Total Attendance

STOCKHOLM / ATLANTA — DreamHack Atlanta, the three-day, immersive gaming lifestyle festival, has concluded with more than 40,000 in total attendance, December 15-17, 2023, at the Georgia World Congress Center. DreamHack, an ESL FACEIT Group brand, offered the ultimate weekend experience as the culmination of Games Week Georgia featuring everything gaming under one roof. Festival-goers admiring cosplay costumes, participating in tournaments, watching pros compete, learning to stream, tested technology at the Expo, attended panels, played laser tag with T-Pain and Nappy Boy Gaming, and much more.

• PHOTOS: DreamHack Atlanta photos can be found HERE.  ESL photos can be found HERE.
• VIDEOS: Day 1 video HERE.  Day 2 video HERE.  Day 3 video to come.

ESPORTS RESULTS
DreamHack Atlanta hosted several international esports tournaments with more than $1.2 million in collective prizing, including the Call of Duty: Mobile World ChampionshipESL Challenger AtlantaESL StarCraft II Masters Winter FinalsDreamHack Fighters, and more.

Guests also participated in a range of local tournaments from the event’s BYOC LAN area, with over $40,000 up for grabs across 10 titles.

Virtus.pro Earns ESL Challenger Title at Dreamhack Atlanta
ESL Challenger, part of the ESL Pro Tour for Counter-Strike 2, brought one of the circuit’s most prestigious North American competitions to DreamHack Atlanta. Virtus.pro hoisted the ESL Challenger Atlanta trophy after besting Apeks in a dominant series. The win earns Virtus.pro a spot in the ESL Pro League Season 19 and the lion’s share of the $100,000 prize pool.

Top Mobile Esports Squads Faced Off in Snapdragon Pro Series’ $1 Million Call of Duty: Mobile World Championship 
Sixteen of the world’s best teams rallied at DreamHack Atlanta for the Snapdragon Pro Series Powered by Samsung’s Call of Duty: Mobile World Championship. In the finals, Wolves’ 4-2 victory over GodLike earned them the title of World Champion and the majority of the $1 million prize pool.

Clem Claims ESL StarCraft II Masters Winter Finals Title
Clem, the 21-year-old Team Liquid allstar, made a dominant run through the ESL SC2 Masters Winter Finals, earning him the title and the lion’s share of the $75,000 prize pool. A standing-room-only crowd watched as he secured a 4-1 victory over fellow finalist Dark to hoist the trophy.

DreamHack Fighters Turns Atlanta Into Fighting Game Hotspot
DreamHack Fighters attracted competitors from around the country to compete in nine marquee tournaments, including:
• Street Fighter 6 (won by JB)
• Guilty Gear Strive (won by MFCR)
• Super Smash Bros. Melee Singles (won by Hax$)
• Super Smash Bros. Ultimate Singles (won by Peabnut)
• Super Smash Bros. Melee Doubles (won by Panda / Krudo)
• Super Smash Bros. Ultimate Doubles (won by Peabnut / lolyoshi)
• Mortal Kombat 1 (won by Grr)
• Tekken 7 (won by Spero Jin)
• Granblue Fantasy Versus: Rising (won by SenpaiSpyder)

Several Atlanta Natives were included in the Top 8’s, including: 
• Colbol (3rd place, Super Smash Bros. Melee)
• Skull_Duggers (4th place, Guilty Gear Strive)
• Sami (3rd place, Street Fighter 6)
• Genghis D0N (3rd place, Tekken 7)
• Pokchop (5th place, Tekken 7)

ADDITIONAL EVENTS TO NOTE

T-PAIN and NAPPY BOY GAMING
Musician, entrepreneur, and gamer T-Pain and Nappy Boy Gaming celebrated DreamHack throughout the weekend — from rolling dice in a Dungeons & Dragons one-shot on the Main Stage, to leading a panel on the state of gaming. The Atlanta native also connected with fans and fellow creators at the event through meet & greets, competitions, laser tag, and more.
○ T-Pain and Nappy Boy Gaming distributed toys alongside Toys for Tots Marines to low-income families and foster families on site. Marines and creators helped wrap the presents beforehand at the Creator Hub.

TYLER 1
Streaming giant Tyler “Tyler1” Steinkamp made a triumphant return to DreamHack, where he once again challenged fans in a range of activities on the Main Stage. Guests faced off against the streamer in video games, chess, and weightlifting, as well as live stream sessions over the weekend. Tyler1 also collaborated with other creators in attendance, including T-Pain and Nappy Boy Gaming.

DREAM BIG
Dream BIGDreamHack’s tentpole charity initiative, made a splash across Metro Atlanta by donating more than $530,000 in free DreamHack tickets to students from Title I schools. The festival also collaborated in the DreamHack x Toys for Tots campaign to collect and donate toys to kids in need this holiday season. Bins were all over Metro Atlanta, as well as throughout the festival floor for donations all weekend long.  In addition, Dream BIG also hosted a charity corner, which raised more than $7k for all the charities on site as part of the charity corner (such as AbleGamers, 1000 Dreams Fund, and more).

TABLETOP GAMING
DreamHack Atlanta hosted the culmination of the United States Magic: The Gathering Regional Championship, Round 4. Of the 1,306 players competing for $130,000 in cash, the champion was Daniel Weiser.

The winner of DreamHack‘s inaugural Flesh and Blood PTI was @brodiespurlock.

Community members of all types played Magic with friends throughout the weekend. Additional Tabletop activities included a library of 100+ games for attendees to choose from throughout the Festival.

COSPLAY
Expert Winners:
1) Animauul (spent 300 hours on their cosplay outfit and won the $1000 grand prize)
2) Novice Cosplay
3) Sunlight of Astoria
4) Mythic Mikaela

Artisan Winners:
1) Snow
2) Sinistra Cosplay
3) Twilla Pop
4) Bridoof

Novice Winners
1) Jace Beleran
2) Jai_Kaye
3) Ginger Jedi Jessi
4) Rengekko

Judges Choice: 
• Dabboy

The End of an Era: The E3 Show Has Left the Stage

It’s hard to know when the decline of the E3 show began, although there were milestones along the way.

Maybe it was in 2007 when rumors had it that E3 was going to close but instead tried to shrink the scope and move to Santa Monica to a smaller cluster of venues. E3 2007 ended up being a scattered, headache-y, and traffic-addled mess. Or the subsequent (also) smaller scope of the E3 show back at the Los Angeles Convention Center in 2008. E3 was known for it’s bigness, boldness, brightness, and it had lost that luster in those two years.

Maybe E3 lost its way when it went the exact opposite direction, expanding by opening E3 Live in 2016 to the public, which generally received a less-than-enthusiastic reception. The following year, the doors to E3 opened to thousands of members of the game-playing public for the time ever in 2017. Long lines, security, and safety issues abounded. And yet, in spite of the pivots (or perhaps because of them), one by one, the major platforms and publishers, like Microsoft, Sony, Nintendo, Electronic Arts, Ubisoft, and others left the show.

(A supercut-style video from the last live E3, which was held in 2019. Credit: Crowbcat/YouTube)

Then, of course, COVID hit in 2020, and shows that could make the jump were shifted to virtual platforms. E3 2020 was cancelled as the organizer, the Electronic Software Association (ESA), couldn’t adjust to a digital format in time for a show to work. While there was a digital version of E3 streamed in 2021, the attempt to bring back the live shows in 2022 and 2023 failed, even with attempts at bringing in new show management (the mega-organizers ReedPop, who are behind the PAX shows among many others) which then fell apart this September.

After that, there didn’t seem to be a lot of options on the table. The other shoe did eventually drop this week when ESA decided to close the door on the E3 show after over 20 years:

There are many reasons why E3 failed, with no single smoking gun. For one, building and executing on big annual shows are difficult and a challenge to pull off year over year, even for the most successful events and organizers. But, E3 didn’t seem to have a dominant identity or brand was after trying different angles that the ESA thought might have best suited retailers, publishers, the public, the media, and others. And, the game industry was quickly shifting from boxes in brick-and-mortar stores to digital distribution, expanding into mobile, virtual reality, and other emerging platforms and technologies, changes the E3 event didn’t always seem to keep pace with.

And after COVID’s disruptive impact, accelerating the minimization of the traditional retail and events footprint, those circumstances made it even harder for E3 to return to form.

Penny Arcade, Gamescom, Game Developer Conference, and other major trade shows are likely to try to fill whatever vacuum E3 has left on the consumer and trade side. And there’s a plethora of publisher-driven streaming events that allows major players to present their games in a lower cost and more precise digital environment.

But there’s a wealth of nostalgia there naked into the years of past E3 shows, that regardless of whatever comes next to Los Angeles or online, it will be impossible to replace. The memories from E3 will always remain.

15 Years of Events for Gamers

15 years, wow! Thank you so much, dear readers, for following Events for Gamers this long. When the site was first announced all the way back in 2008, there were only a handful of events that everyone in the industry would flock to each year. For conferences, Game Developer Conference in San Francisco (GDC) was (and still is for the most part) the main destination for B2B and networking interests. For conventions, PAX West and Gen Con were the main choices for B2C interests and at one-point E3 Expo dominated the B2B/B2C combo space. Not much else beyond those existed except for smaller niche local community gatherings.

Every year brings new events to the calendar with many surprising us in their innovativeness, while some others like E3 Expo, sadly, die off for one reason or another. There have been conferences in faraway tourist destinations around the globe, conventions that celebrate the colorful world of anime, and even board game events on cruise ships! That’s right, we’re starting to see over the last decade or so events on cruise ships. Sounds like an exciting adventure to us, so why not sign up for the next one you see in our calendar.

Even more recently since the pandemic we’ve seen hybrid and online events take hold. Granted, they existed in part before the pandemic, but the very idea had limits that are now being removed by advances in Internet technologies and software services (better webcams, faster Internet, chat services, etc.). Video conferencing software helped the most in bringing a community together in all the ways an on-site generally requires (without the sweaty smell and other side effects of being in a crowded room with thousands of other event goers).

While the unique wave of remote and hybrid events has died down quite a bit in 2023 (a trend we expect to see continue into 2024), they are not going away. There may be fewer of them overall from 2020-2022, but they are as sticky as remote work has become (disregarding mega corporations feeling insecure about remote work and forcing their teams back into the office).

How It All Started

In November 2008 we kicked off the “Game Events” forum calendar on vBulletin software. It was a clunky and buggy mess with only a few events listed (understandable as there were only a few events that existed at all back in the day), and no one visited the site but us… at least for those first few months. We didn’t care that no one visited because the entire reason it was created was sort of a selfish one – it was difficult for us to find information about events!

Websites back in 2008 didn’t make it easy to navigate from page to page without crashing the browser, causing eye strain from staring at a tiny CRT monitor, or they simply didn’t have the requisite information one was looking for. You had to dig to find what the event was all about sometimes. Even today, many event coordinators somehow don’t bother to list where the event is physically located (assuming of course it’s not a virtual event) or how much (if it’s not free) the event might cost. They will even sometimes brand the site so artsy-fartsy that they assume their genius of painting a single picture on the front page will be enough to know what the event is about. No, I don’t know what the event is about from a vague image, please post a mission statement or something more helpful!

The Name

Soon after the site got off the ground, we thought some more about the name and realized that it didn’t capture the idea that individuals were attending events as just an importance of a pillar of the site as the events themselves. After a hundred iterations later and consultation with dozens of friends, family, and game industry professionals, we settled upon the current name, Events for Gamers (or E4G for short, though we tend not to use this except in the logo). Some of the iterations for the name were “Game Conferences” (too specific to conferences), “Game Conventions” (just as specific as conferences), “Game Confs”, and many others that were either not specific enough, too specific, or didn’t quite capture a brand that Events for Gamers projects.

Its Core Purpose

At its core, Events for Gamers is about a collated game industry event calendar filled with details of upcoming conferences, conventions, festivals, parties, tournaments, and all sorts of peripheral or support related activities in the computer entertainment industry. Anyone can visit the site to search for information about a specific event they are expecting to come up in the next year or so while also browsing hundreds of other events they may never heard of but find worth attending.

Events for Gamers leans heavily toward conferences and B2B attendees, but close behind that is a wide range of conventions and festivals from classics like PAX, CES, Gen Con, to SXSW and similar events that have a little bit of everything for everyone. Conferences lead the pack because the site’s origins came from us interested in attending networking heavy events that were of a professional business nature. This was a fortunate happenstance as it provided a more manageable pool of events to list. Imagine the thousands of smaller board games, anime, and related conventions we’d have to list if the site was completely about consumer events!

Most importantly, if you are interested in using or supporting the site, our team doesn’t own or operate any of the events. Our sole purpose is to support events and foster a community around them.

Secondary Services

There are secondary services we offer as well, such as a news portal where this blog post resides, opportunities for events to partner with us to provide discounted or even free event passes, and we’re always at the ready to be supported by event organizers in attending their event to write all about it. Our hope is that the site will continue to grow and reach new audiences, provide new services for event goers, and be a mostly free and straightforward service that provides all you need out of the events you are interested in attending.

There’s so much more we can do and we’re desperate to hear from our visitors and fans! Tell us what you want out of the site and we’ll make it happen. Is it an increase in events listed to the thousands? We’ll find them. Is it more discounted ticket offers? We can make it rain ticket offers. Is it a free pony for everyone that visits the site? We… will raincheck that idea.

The Future of Events for Gamers

Events for Gamers came into existence due to a personal need, but it’s grown so much more than that since then. There are several key features that we’re sure our community would love to have. To name just a few:

– Free tickets to Events! This is a no-brainer. We’ve given out free tickets in the past and plan to ramp up the frequency in the future.

– More event interviews! We love talking with event coordinators, keynote speakers, and others around upcoming events. Expect to see a lot more of these starting in 2024.

– And just one of many more features to mention – direct commentary from our team! This will entail more blog posts such as this one but perhaps other formats as well.

A service is only as useful as those who use it – which is you all. All the above can’t be done by our current staff or finances, far from it. We spend hours a day adding events to the calendar and speaking to event coordinators, and so we’d love to get more help from the community in these areas. If you have an interest in writing articles or finding upcoming events, please contact us. We’d love to have you as part of the team!

Or, if you’d just like to provide thoughts on improving the site, we’d love to hear from you on what you want to get out of the event calendar, blog posts, special offers, groups like those on LinkedIn… or something else perhaps that you’d like to propose that we haven’t even thought about. Let us know and we’ll make it happen.

Thanks for being with us all these years!

Mathew Anderson, CEO/Founder of Events for Gamers

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