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View, browse and sort the ever-growing list of sessions by day, time, pass type, topic, and format. With this Session Viewer, you can view session and speaker details for Game Developers Conference 2024.

You will be able to build your schedule with the GDC Mobile App. The GDC 2024 app will be available for download in Apple Apps and Google Play late February 2024.

Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.

Developing 'Hi-Fi RUSH' Backwards and Finding our Positive Gameplay Loop

John Johanas  (Game Director, Tango Gameworks)

Location: Room 2005, West Hall

Date: Wednesday, March 20

Time: 9:00 am - 10:00 am

Pass Type: All Access Pass, Core Pass - Get your pass now!

Topic: Design

Format: Session

Vault Recording: Video

Audience Level: All

In this session, Game Director John Johanas shares how the initial concept for Hi-Fi RUSH came to be. From there, he provides in-depth details into the development team's early learnings on approaching this type of rhythm-action title. This required approaching their game design philosophy from a totally different angle than they've done previously, essentially working backwards from their desired result for Hi-Fi RUSH.

John goes over specific examples of how the team gained these learnings through gameplay and how this approach affected other core elements of the game - specifically, how defining their mechanics with core pillars solidified a "positive feedback loop" for the user and lowered the barrier to entry to enjoy Hi-Fi RUSH. This session covers how Tango approached combining music and the action game genre, but this approach can be applied to any teams attempting to implement creative ideas outside of their comfort zone.

Takeaway

How to approach new design challenges from a new perspective. While genre-specific, what Tango did may influence how other genres can be approached logically. This talk goes into how Tango identified and leveraged their main "selling point" and incorporated it within all aspects of development - not just game design.

Intended Audience

This is for Game Designers/Producers/Directors who are interested in non-traditional approaches to trying new ideas.



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