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Session Name:

Clash of Clans: Designing Games That People Will Play For Years


Building a game that people play for years is no simple task and has no magic formula. However, in this session, Clash of Clans developer, Jonas Collaros, takes an insider's look at the hit game's development history and asks: what lessons can Clash teach?

The mobile, free-to-play marketplace is rife with challenges, even for veteran developers, but, Jonas explains, perhaps the greatest challenge is maintaining a focus on essentials. A project's essential needs change again and again, especially over the span of years. Exploring the "three eras" of Clash development, Jonas reveals the specific needs, challenges, and pitfalls they encountered along the way.

Clash developers value a critical eye towards essential needs, eschewing project roadmaps in favor of simply playing the game and focusing relentlessly on "what matters most." This focused development, by extension, is what Jonas claims has resulted in a game that keeps the interest of players year after year.

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  • GDC 2015
  • Jonas Collaros
  • Supercell
  • free content
  • Programming
  • Programming
  • Design
  • Design