Video: Mastering the art of killing your games
Developers, how can you make sure that you're working on nothing but your best concepts?
Developers, how can you make sure that you're working on nothing but your best concepts? How do you make the hard choice of deciding to kill a project you've poured your heart into?
Game development is often an intensely personal creative process, and that makes it hard to critically evaluate whether what you're making is worth releasing. Adam Telfer is a product lead at Wooga who had failed on at least seven projects when he spoke at GDC Europe 2014 earlier this year about Wooga's "hit filter" approach to game design.
Telfer's talk, which encompasses Wooga's process for weeding out developing mobile games that don't meet the company's expectations in terms of gameplay or retention, holds potential learnings for all developers. The free video (embedded above) of 'The Art of Killing Games' is now available to watch hereon the GDC Vault.
About the GDC VaultIn addition to this presentation, the GDC Vaultoffers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.
Those who purchased All Access passes to recent events like GDC, GDC Europe, and GDC Next already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.
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