Tag: Game Developers Conference

  • India plays its game at GDC – San Francisco developer conference

    India plays its game at GDC – San Francisco developer conference

    MUMBAI: India has levelled up its presence in the global gaming industry with its  pavilion at the Game Developers Conference (GDC) in San Francisco. The showcase, inaugurated by India’s consul general in San Francisco K. Srikar Reddy, puts the spotlight on the country’s burgeoning gaming sector and its ambitions to become a worldwide content powerhouse.

    The India Pavilion features an impressive roster of exhibitors, including established players like Nazara Technologies and WinzO, alongside plucky award-winning upstarts such as Wala Interactive, Brewed Games, Xigma Games, and Singular Scheme. These companies are demonstrating that India’s gaming industry is no longer just pressing “play”—it’s pressing ahead.

    Several champions of the “Bharat Tech Triumph Season 3” challenge are also showcasing their wares, including Yudiz Solutions, Brahman Studios, and the whimsically named Over the Moon Studios. The pavilion serves as a matchmaking service of sorts, connecting Indian developers with global publishers, investors and potential collaborators.

    Beyond gaming, the pavilion is drumming up interest for the upcoming World Audio Visual and Entertainment Summit (Waves), scheduled for May in Mumbai. This flagship event, organised by the ministry of information and broadcasting through the National Film Development Corp (NFDC), aims to position India as the “Content Hub of the World”—a lofty ambition for a country already producing films and television at an industrial scale.

    The timing could hardly be better. GDC, running from 17 to 21 March, attracts the crème de la crème of the global gaming industry. By planting its flag at this influential gathering, India is signalling that its developers are ready to play in the big leagues.

    For a nation long associated with outsourced IT services, the pivot to creative digital content represents a strategic shift. India’s gaming companies are no longer content to be mere back-office operations—they’re designing the games, creating the characters, and writing the storylines that could captivate players worldwide.
    As one industry insider quipped, “India has been the world’s back office. Now it wants to be its arcade too.”

  • India’s gaming sector poised for explosive growth: Winzo report at GDC, 2025

    India’s gaming sector poised for explosive growth: Winzo report at GDC, 2025

    MUMBAI: India’s online gaming companies are gearing up for a blockbuster debut on public markets that could unlock a whopping $26bn in investor value, according to a report unveiled yesterday at the Game Developers Conference (GDC) in San Francisco.

    The India Gaming Market Report launched by WinZO Games and the Interactive Entertainment and Innovation Council (IEIC) at the India Pavilion, offers a tantalising glimpse into the sector’s meteoric rise. Currently worth $3.7bn, the industry is expected to surge at a 19.6 per cent compound annual growth rate to reach $9.1bn by 2029—and a staggering $60bn by 2034.

    “India stands at the cusp of a remarkable transformation in the global gaming ecosystem,” declared San Francisco consul general of India Srikar Reddy at the launch. The report suggests the sector’s public market potential could balloon to $63bn by 2029 if projections hold true.

    The document paints a picture of a market primed for explosive growth. With 591 million gamers—roughly 20 per cent of the global total—and approximately 11.2 billion mobile game downloads, India’s digital playground is expanding rapidly. The country now boasts around 1,900 gaming companies employing 130,000 skilled professionals.
     

    GDC

    Foreign investors are certainly not playing around, having poured $3 billion into the sector. A hefty 85 per cent of this foreign direct investment has flowed into the pay-to-play segment, which has cracked the once-vexing challenge of monetising Indian gaming assets.

    Nazara Technologies, India’s lone publicly listed gaming company, currently commands the highest premium among global gaming stocks. Apply similar multiples to the broader sector, and you get the eye-watering $26bn valuation potential cited in the report.

    “The online gaming industry in India is on an unprecedented growth path,” said WinZO  co-founder Paavan Nanda,  who launched the report alongside co-founder Saumya Singh Rathore. The duo’s company is no small player itself, boasting over 250 million registered users across India and Brazil.

    The report also highlights how Indian gamers overwhelmingly favour casual and hyper-casual games developed in regional languages, heralding what it calls “the renaissance of Indic content ‘Made in India, for the World’.”
    Despite its impressive growth, India’s gaming market currently represents just 1.1 per cent of the $300bn global market—suggesting plenty of room to level up. If projections hold, the user base could swell to 952 million by 2029, creating over two million jobs along the way.

    The report’s launch coincided with the second edition of the India Pavilion at GDC, showcasing games from major players and indie developers alike. The pavilion was a joint effort by WinZO, the Ministry of Information & Broadcasting, the Game Developer’s Association of India, and Nazara Technologies.

    In the game of global tech dominance, India’s gaming industry is clearly playing to win.

  • Nintendo president challenges developers to create bold new games

    Nintendo president challenges developers to create bold new games

    MUMBAI: Interactive entertainment firm Nintendo president Satoru Iwata spoke to more than 3,500 video game developers gathered at the annual Game Developers Conference in San Jose, California a few days ago.

    He dwelt on the need for the industry to take a fresh approach to the creation of video games and to expand the market beyond traditional video gamers. He provided further background, anecdotes and strategy behind the company’s innovative and unique controller for their next home console (code-named Revolution).

    He said Nintendo will provide developers with the tools they need to disrupt the traditional methods of game creation, much as the company already has.

    These tools include the controller for Nintendo’s next home console. This lets users control the action on their television screens through the motion of the controller itself. The controller lets game developers create new kinds of gaming experiences, ones that enhance the experience for hard-core gamers while making video games more accessible and less intimidating to novices. The new forms of innovative software that can be created by any size developer will be made available for download via Revolution’s Virtual Console service.

    He said, “This new approach is like stepping onto an unexplored continent for the first time, with all the potential for discovery that suggests. No one else can match the environment we’re creating for expanding the game experience to everyone. Our path is not linear, but dynamic.”

    Iwata also announced partnerships with Sega and Hudson to offer downloadable access to their classic games via Revolution’s Virtual Console. Revolution owners will be able to relive their past gaming glories from the Sega Genesis console by playing a best of selection from more than 1,000 Genesis titles, as well as games sold for the TurboGrafx console (a system jointly developed by NEC and Hudson). These games join Revolution’s access to 20 years of fan-favorite Nintendo games from the NES(R), Super NES and Nintendo 64 eras.

    Iwata also revealed for the first time that a new game called The Legend of Zelda: Phantom Hourglass would be released for Nintendo DS later this year. Iwata, a game developer himself, revealed behind-the-scenes stories about the development of three key initiatives.

    For the industry leading Nintendo Wi-Fi Connection, internal engineers and developers overcame a series of hurdles to make the system seamless and flexible enough to allow players to choose to play wirelessly either with friends or against unknown opponents.

    The Nintendo Wi-Fi Connection reached one million unique users in just 18 weeks, nearly five times the adoption rate
    of the leading online game console network. He described a pivotal meeting in coming to agreement on development of the incredibly popular “brain games” in Japan. A leading Japanese scientist attached a sci-fi-looking wired helmet to a Nintendo staffer and then visually demonstrated stimulation of brain activity as the staffer played prototype software.

    Finally, he described the hundreds of sketches, dozens of prototypes and company-wide collaboration that led to the final form of the unique Revolution controller system, which resembles a traditional TV remote control. He called the related research and manufacturing costs of the new control system “our method to disrupt the market…realizing a new way to connect a player to his game.”