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Blazej Zywiczynski (Head of Production, Madfinger Games)
Pass Type: All Access Pass, Core Pass - Get your pass now!
Topic: Production & Team Management
Vault Recording: TBD
Audience Level: No
Whenever we look at how much we still need to deliver, it makes us anxious. Scope seems to be the source of all our trouble when we make games. The further we are in development, the larger the scope becomes. It takes us forever to introduce the necessary cuts and in the meantime, we keep asking ourselves “how are we going to deliver all of this on time?”
That is a wrong question and a wrong attitude. We fear the scope because we believe it is real. We fear the scope because we think it’s the monster we need to slay. We fear the scope because we often don’t have proven methods to revise it before it becomes unwieldy.
It just so happens I’ve designed such a method.
This talk showcases a new method designed specifically to revise the ever-growing scopes of our games. It offers a fresh perspective on how to look beyond the classic production triangle and avoid or at least cope with common fears of development.
The talk is general enough for audiences of all levels. However, mid and high level team and industry leaders in charge of small to mid-sized teams will benefit the most.