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Masterclasses in San Francisco

By on January 30, 2013

We live in interesting times. It’s clear that free-to-play and social have transformed the games industry and opened up new opportunities. What isn’t clear to everybody is how game developers should best respond to them. Every new hit game breaks the mould and redefines what free-to-play games can be. How can you make sure that you keep up?

That’s why Nicholas and Rob wrote the Design Rules for Free-to-Play games, why we host regular Gamesbriefers debates about where game design is going, and why we run masterclass events so that you can delve deeper and understand how to design, market and make money from online games.

Nicholas Lovell will run the Gamesbrief business masterclass in San Francisco shortly before GDC. We’d love for you to join us. Go to our event page at Picatic, buy yourself a ticket, and share the page with colleagues who you want to bring along. Choose Friday or Sunday: once your chosen day hits the threshold for minimum ticket sales, it’s sure to go ahead.

Sunday masterclass tickets

The day-long class will cover in-depth, practical strategies for acquiring, retaining and monetising customers, and understanding the techniques and psychologies that drive players to engage with your game. This Masterclass is about teaching the skills required to build a game that’s profitable, by ensuring that your game keeps players coming back, sharing and spending.

Previous attendees at Nicholas’ Masterclasses include independent developers, traditional publishers, brand marketers and media owners. From studio bosses down to developers thinking of striking out as indies, this class will teach you the skills you need to make money in today’s games market.

About Zoya Street

I’m responsible for all written content on the site. As a freelance journalist and historian, I write widely on how game design and development have changed in the past, how they will change in the future, and how that relates to society and culture as a whole. I’m working on a crowdfunded book about the Dreamcast, in which I treat three of the game-worlds it hosted as historical places. I also write at and The Borderhouse.