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View, browse and sort the ever-growing list of sessions by pass type, track, and format. With this Session Viewer, you can view GDC 2023 session details, speakers and share your favorites via social media. You will be able to build your schedule 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.

How We Almost Wrecked Our Second Game, 'The Wreck'

Florent Maurin  (Creative Director, The Pixel Hunt)

Pass Type: All Access Pass, Core Pass

Topic: Production & Team Leadership

Format: Lecture

Vault Recording: TBD

Audience Level: All

I uploaded a rough envisioned outline of my talk to try and make what I have in mind clearer. This is still a WIP as I'm waiting to hear back from my mentor. In 2018, pumped by the success of their first game, Bury me, my Love, Florent and his team start working on a second project called The Wreck. They have money, experience, confidence and a great idea to toy with. Things look bright. But after a year, the vertical slice the team worked so hard on… pretty much sucks. How did things come to this? What went wrong? And more importantly: is it still possible to stop The Wreck from ending… in a wreck? In this talk, Florent explains how success can sometimes have negative consequences, how easy it is to rush in the wrong direction, how hard it can be to steer away from it, and how, sometimes, what you really need is a series of kicks in the butt.

Takeaway

- How to recognize the signals that tell you something is wrong with the project you're leading
- How to climb down from your pedestal and face your flaws and limitations
- How to come up with solution that will hopefully save the project without hurting the team's well-being

Intended Audience

Creative directors, wannabee creative directors, people who are annoyed by how unsufferable their creative director is but don't really know how to tell them.