GDC Lessons

8 Mar

More than anything gained at the Game Developer’s Conference, I believe team Katastrophe has come away with a great deal more understanding of the game industry and bringing finished products to the market.  One of the biggest problems I can see with student developed games is scope.  The UAT projects were all very ambitious, but we need to face facts and realize that we aren’t as experienced or knowledgeable about game pipelines or asset creation as we’d like to believe.  That knowledge is gained through seeing a project through from start to finish, from concept to completion.

We are in a customer driven industry.  The experiences a game developer creates must, in the end, be consumed by game players.  Yes, everyone at GDC loves games, but none of us can afford to develop games for 10, 20, 100 people…in the long run there are millions of people who enjoy and consume games on a daily basis through many forms of media. For student projects, success means turning a critical eye toward our concepts and maintaining a sense of scope that is focused on providing an experience for an end user within the constraints of budget, personnel, time, and energy.

Delirium has gotten so much from this experience!  When we return to Phoenix, the team is going to focus our efforts on the development and polish of a colorful, interesting, and FUN game.

I’d like to thank all of the professionals that helped us grow and improve this week.  You come from many companies and projects, but every bit of advice, encouragement, and criticism has been a welcome experience.  There are too many of you to mention by name, but I hope you will all look forward to Delirium’s eventual release and the satisfaction that you were part of its success.

Mike Broadbent




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