GDC is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

View, browse, and sort the ever-growing list of sessions by topic and format.

For more information about conference topics and session formats, visit the GDC Showcase Conference page.

Fandom-Ready: Creating Fiction in the Age of Fan Consumption

Julián Quijano  (Creative Director, Beautiful Glitch)

Date: Monday, March 15

Time: 10:05am - 10:35am

Track: Design, Business and Marketing

Format: Discussion Session

Vault Recording: TBD

Audience Level: All

Monster Prom was the first game from a small studio in Barcelona founded by someone who didn't even come from the videogame industry. It didn't have many resources, nor it was backed by people with decades of experience, and it didn't revolutionize the genre. And yet, it met success not only in the form of sales, but also by igniting a big, loyal, and wonderful fandom. This session will try to explore how this came to be.


The session will analyze how fandoms and fan consumption work. It will delve into different degrees and types of fan consumption, the value of it, and other useful data. It will focus on major concepts (such as the sense of belonging) that can be reinforced in a game through its creative aspects. The correct integration of these concepts aims to increase the engagement of potential audiences.

Finally, it will look into some key aspects that define the appeal of fiction towards a potential fandom: themes, tropes, and dynamics. Through the exposition of aspects and processes, and analysis of existing cases, the session will shed some light on how to use these aspects in a strategic way.

Takeaway

Attendees will gain a deeper understanding of how fan consumption works. Major takeaways revolve around how to conduct creative direction (and other tasks under the creative wing) in a manner that can produce a stronger engagement with the potential audience.

To sum it up: how to build a game in such a way that ignites a fandom.

Intended Audience

Any professional who plays a part in the many creative fronts of a videogame. There are no prerequisites, and virtually anyone could benefit from igniting thought and discussion about how the universe their company is creating can resonate with an audience on a deep level.