Community and Communication in Games-As-Services (Steam Dev Days 2014)
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, and philosophy behind Valve's communication and customer interaction. Areas of development we'll be examining will be everything from feature design to community management to marketing. Recommended for anyone working on living / iterating products (which we think is pretty close to everyone in attendance at Steam Dev Days). Speaker: Robin Walker (Valve)

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The Steam Controller – Production, Programming, and What’s Next (Steam Dev Days 2014)

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Marketing Your Game (Steam Dev Days 2014)

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30 Things I Hate About Your Game Pitch

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Music in Valve Games and Media (Steam Dev Days 2014)

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Steamworks Features -- A Technical Overview (Steam Dev Days 2014)

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Robin Walker 2024 sighting

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You Suck at Showcasing Your Game

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Modern Source Engine Games

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Trump Brags About His Brain, Crowd Size & Pool, CBS Fires Scott Pelley & Don Jr's Honeymoon Video

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Game Development with SDL 2.0 (Steam Dev Days 2014)

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Steam Visibility: How Games Get Surfaced to Players

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Building the PERFECT Linux PC with Linus Torvalds

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Portal 2 and Team Fortress 2 Alternate Reality Games Q&A (Steam Dev Days 2014)

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Steam Machines in 2014 -- Opening up the Living Room (Steam Dev Days 2014)

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How Steam Became The Only Good Monopoly In Existence

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Half-Life: Alyx with Valve's Robin Walker | The AIAS Game Maker's Notebook

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Cursed Problems in Game Design

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Embracing User Generated Content (Steam Dev Days 2014)

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Empathizing with Steam: How People Shop for Your Game

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