Main Day 1 of Live Service Gaming
In the fast-paced world of live service gaming, getting fresh, engaging content to players is essential for retaining their attention, but how can studios maintain top-notch quality under pressure? In this session, panelists will discuss ways in which the live service player demographic is changing and what that means for the type, quality, and quantity of content players expect. Learn to adapt by:
Mindi Sellers, Lead Development Director for FC Live Service at Electronic Arts, shares how her team manages the complexity of releasing multiple updates daily across Live titles. With a focus on release management, Mindi explores how EA balances quality and velocity by:
Session to be Announced
Launching a successful live service game requires monitoring the right metrics at the right time, yet many studios struggle with fragmented data and delayed insights during critical launch windows. This session introduces a comprehensive framework built on four critical pillars, and by integrating these data streams into a unified pipeline, studios can identify issues early, make data-driven decisions quickly, and transition from launch firefighting to sustainable operations by:
Great games aren’t built on instinct alone — they’re built on understanding. During this session targeted towards analysts, producers, designers, marketers, and anyone interested in making data a practical, creative tool for better games and smarter decisions, attendees explore how to turn raw data into meaningful insights that guide smarter game design, marketing, and live-ops decisions. From setting up the right data structure to identifying the metrics that truly matter, delegates will learn how to move beyond dashboards and use analytics to shape player experiences and business outcomes. Emma will cover:
This panel brings together industry leaders to explore how different studios approach playtesting in live service environments, collect data, and obtain value from it. Speakers will discuss the types of key metrics they track, the technical processes that allow them to integrate changes quickly and at scale, and the emerging role of AI in playtesting. The conversation will explore:
Should studios build one universal experience or tailor their games to regional audiences? This in-depth fireside chat with Chase Shi, a Senior Director of Product on Diablo, at Blizzard Entertainment, walks through the strategic and technical trade-offs of localization versus global standardization, using a case study. Attendees will get a glimpse into:
Session to be Announced
Expanding your player base is essential given the state of live service gaming, but is it worth the cost of alienating your most loyal fans? This session outlines how a studio has found the right balance by:
Session to be Announced
Thought real-world examples, an AI specialist, will share how their team uses machine learning and artificial intelligence to optimize matchmaking across their franchise. By refining backend algorithms with AI, they ensure players are matched based on skill, playstyle, and behavior. Learn how this studio is creating fair, more dynamic experiences that keep players engaged minute-to-minute by:
Maxfield Stewart, Director of Software Engineering for Live and Game Operations at Riot Games, will share how the studio confronted skyrocketing telemetry costs while ingesting over a petabyte of data each month. This session dives into the cultural and technical shifts that turned cost management into a shared responsibility, from process tweaks to accountability frameworks. Attendees will walk away with practical insights into:
The foundation of a successful live service game starts with the right platform. This session explores how studios can select infrastructure that enables their developers to focus on creating engaging game play by:
Andrew Gambel, Director of Product – Live Services at Sony Interactive Entertainment, shares how his team builds organizational bridges between product, data, user research, and development without compromising the unique strengths of each discipline. This session explores:
Decline is part of the product lifecycle…or is it? Running multiple live service games on a single platform can unlock major efficiencies, but it’s not without its trade-offs. In this session led by Pawan Gaargi, Chief Product Officer at Monumental, he will share examples from their playbook outlining why their studio has chosen this approach, what they’re evolving, and how they balance strategic goals with backend complexity by:
User acquisition isn’t just a marketing challenge, it’s a cross-functional opportunity. But how are studios handling it? This panel brings together experts from product, design, and marketing to explore how game teams can influence UA by:
Neil Yang, Vice President of Intellectual Property at NetEase Games, oversees global IP and litigation outside of China. Drawing on experience across franchises, studios, and platforms, he offers a practitioner’s view of how AI and automation is redrawing the boundaries of creativity, ownership, and compliance in live service games. Neil unpacks what developers and publishers need to consider when future-proofing their creative pipelines such as:
Though in-game examples, a Narrative Lead, will share how their team weaves historical authenticity into the evolving narrative of their games to captivate and retain players. As demographics and player expectations shift, continuous storytelling has often proven to be a critical part of live service success. Their studio’s approach to delivering immersive, community-driven experiences has proven successful because they prioritize: