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'Gears 5' Postmortem: Challenging Expectations

Ryan Cleven (Design Director, Microsoft)

Matt Searcy (Design Director, Microsoft)

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

Topic: Design

Format: Session

Vault Recording: TBD

Audience Level: All

As the custodians, rather than the creators, of the franchise, we had to build a formal understanding of what may have been simply intuitive to the original makers. Decisions that seemed not to make sense in the original game had to be looked at through the lens of the brand, not just what might classically be considered 'good design' or 'good gameplay'. Something that appeared to be a deficiency could easily be a subtle stroke of genius that made the game feel 'Gears-y'. In this talk, we will break down the process we used on the design team to recreate one of the most intricate, elegant and iconic games in gaming history and set the stage for the more ambitious Gears 5.

Takeaway

Attendees will be able gleen insight into the design process for AAA games as well as tools to help designers create games within gaming IPs that they did not create. Designers and product managers may also gleen insights on how to collaborate more closely.

Intended Audience

The talk is appropriate for general audience interested in the design process, professional designers or product managers of established IP.

No previous knowledge is necessary.