Wild West of VR - Discovering the Rules of Oculus Rift Development Through the development of Aaaaaculus!, one of the first commercially available Oculus Rift games, the team at Owlchemy Labs has come to the realization that 2013/2014 is truly the Wild West of VR development. Like the days of ear

We've figured out what affordable VR hardware will be capable of within a couple of years, and assembled a prototype that reveals that that level of VR hardware is capable of stunning VR experiences. That hardware is almost certainly going to appear in that timeframe, and it will be worth starting t

This talk is designed for partners that are new to Steamworks features and those who would like to discover what new features are available. It will cover an overview of the full feature list, from Lobbies & Matchmaking to Steam Trading Cards and Micro-Transaction integration. Speaker: Chris Boyd

Join Nathaniel Blue and DJ Powers for a presentation on the business of Steam. Nathaniel and DJ will discuss the ways Steam has grown in recent years, particularly among Indie developers, along with an update on many of the new features on Steam. The goal of this presentation is to provide developer

The Intel Open Source 3D Graphics Driver has been included in all major desktop Linux distributions for over 7 years, as well as all Intel Architecture based Chromebooks. We will discuss the history and architecture of the driver, and how we have utilized open source practices to harness the talents

Early Access is a tool to develop your game with the community by giving them access to your title before it is officially released. The panelists will share what they have learned from being on Early Access; how it affected their development, their sales, and when does Early Access make sense? P

Debugging on Linux can be initially intimidating for a developer accustomed to Visual Studio on Windows. This talk explains how to get comfortable debugging on Linux, including which debuggers Valve has found useful, how to get symbols and source code to show up, and how to confidently investigate t

Although there has been a robust discussion in our industry about how the transition to games-as-services affects the way we build products, we feel there hasn't been enough focus on how that shift changes the ways we all should interact with customers. This talk will cover the methods, reasoning, a

Taking a look at the many ways Valve has used the medium of music in its games and media, what we've learned and some ways we hope to evolve going forward. Providing a historical overview, there will be a discussion on the development environment surrounding the ideas explored, the technologies deve

Making your game is not enough. To be a successful developer you need to get the word out about your game. This panel is composed of a group of indie developers who have used a wide variety of methods to successfully market their games. Topics will cover some of the strategies they have used, when y

A look at the multi-year history and development of the in-game economies and microtransaction systems in Team Fortress and Dota, including some of the surprises we encountered and some of the lessons we've learned that we think are applicable to a wide range of products. Speaker: Kyle Davis (Val

The Steam Controller is going to be used by many Steam gamers to play your games. During this hour we'll discuss the rollout plans for the controller, how to get the most out of the Steam controller for your customers, we'll demonstrate how to integrate the Controller API into your games, and we'll

How should you choose whether or not to work with a publisher? How do you know if a given publisher is right for you? What are the tradeoffs and benefits of working with a publisher, and what does a healthy developer-publisher relationship look like?

The Steam Controller has come a long way since we first announced it at Steam Dev Days 2014. This will cover the newest improvements for the Steam Controller and will provide an in-depth walkthrough of how to integrate your games with the Steam Controller API.

This talk is targeted at newer partners who are shipping their first or second game on Steam. Nothing matters more than making a great game, but Tom will cover basic nuts and bolts of Steamworks, and provide simple, actionable advice to give your game the best chance at success.

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