GDC + VRDC@GDC 2018 Session Scheduler

View, browse and sort the ever-growing list of sessions by pass type, track, and format. With this Session Scheduler, you can build your schedule in advance and access it during the show via export or with the Mobile App, once live. Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend.

'Splatoon' and 'Splatoon 2': How to Invent a Stylish Franchise with Global Appeal

Speaker:

Hisashi Nogami (Deputy General Manager and Producer, Nintendo)

Location: Room 24, North Hall

Date: Wednesday, March 21

Time: 9:30am - 10:30am

Pass Type: All Access, GDC Conference + Summits, GDC Conference - Get your pass now!

Topic: Design

Format: Session

Vault Recording: TBD

No one expects a dull Nintendo game, but the 'Splatoon 2' game’s scrappy ink-hurling heroes who can morph into turbo squid and graffiti up skatepark-style arenas are unusual even for a company that puts hats on mushrooms and wings on turtles. How does Nintendo come up with its big (and occasionally gonzo) ideas? 'Splatoon' and 'Splatoon 2' producer Hisashi Nogami will share his experiences working with a design team whose goal was to create a game that was novel yet easy to grasp and riveting to play. What were the brainstorming sessions like and what kinds of review processes determined the game’s final ideas? How do you make a sequel better while releasing it on a brand-new platform with unique features? And how do you land on a quirky concept like “squid creatures fighting turf battles with water pistols” in the first place? Mr. Nogami, who also served as director and lead artist on Nintendo’s 'Animal Crossing' series, will don his lab coat, roll up his sleeves, and divulge lessons learned while illustrating the importance of risk-taking.

Takeaway

A window into Nintendo’s generative ideas process, the challenges of balancing quirky character design and novel gameplay against worldwide appeal, and why taking risks matters more than ever.

Intended Audience

Developers of all levels and backgrounds interested in a thoughtful, provocative tour of the 'Splatoon' and 'Splatoon 2' games’ design history.