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How Do You Make a Game That Was Supposed to Be Small, but Ended up Being Huge

Adam Alker  (Head of Transformation, People Can Fly)

Location: Room 2010, West Hall

Date: Thursday, March 24

Time: 5:30 pm - 6:30 pm

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

Topic: Design, Production & Team Management

Format: Session

Viewing Experience: In-Person

Vault Recording: Video

Audience Level: No

What happens when your title scales up along with your studio? Is it something desirable or maybe quite the opposite – may it jeopardize your project? Probably, but the answer depends on the specific context, and we want to share with you the history of production of Outriders and the huge growth of the People Can Fly studio.

Takeaway

(1) Do not underestimate the Vertical Slice phase;
(2) Pay-off the technical debt sooner rather than later;
(3) Do not outsource uncertain or unknown tasks;
(4) Great developers deserve great leaders;
(5) Use lean methods and limit work in progress;

Intended Audience

Studio Heads / Producers / Designers / Dev Leads