Matthew Laurence has been a video game designer and writer for over seventeen years. Consistently delighted that people actually pay him to make games, Matthew has gone from Orlando and San Francisco all the way to Helsinki, Munich, Abu Dhabi, and - finally! - Stockholm in the course of his career. During his time in the industry, he has focused heavily on economy, engagement, and systems design in the mobile, educational, and Live Service AAA markets.
Developing for live service is difficult. Horrifically, it's even more difficult if you're an experienced game developer. Why? Because you're no longer "just" making a game. The true nature of live service presents an insidious challenge for those well-versed in premium/boxed game dev, and this presentation is about peeling back that trial's layers. In this talk, we'll dig into the actual product live service requires you to build (whether you like it or not) and show you how to reframe and structure your game design methodology to give you and your team a fighting chance in this strange, deeply unfair arena. Intended Takeaways:
The idea of a game being "finished" is rapidly disappearing. Players increasingly expect ongoing updates, content roadmaps, and long-term support, transforming launch day from a milestone into the beginning of a product's lifecycle. While indie studios have successfully embraced iterative development through Early Access and community-driven feedback, AAA developers face growing pressure to balance blockbuster launches with the agility of live services. This panel examines how evolving player expectations are reshaping development models, what different segments of the industry can learn from one another, and how studios can build sustainable strategies for games that never truly end.
• Navigating shifting player expectations beyond launch.
• Balancing live service demands with sustainable development.
• Learning from indie and AAA post-launch strategies.
Check out the incredible speaker line-up to see who will be joining Matthew.
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