GDC is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

View, browse and sort the ever-growing list of GDC sessions by time, pass type, topic, and format. With GDC Session Scheduler, you can build your schedule in advance and access it during the show via export or with the GDC Mobile App, once live.

If you've registered for GDC, you can use the same login credentials for your Session Scheduler account. Adding a session to your schedule does not guarantee you a seat. Sessions do fill up, so please arrive early to sessions that you would like to attend.

Independent Games Summit: 'Mini Metro' to 'Mini Motorways': Extracting the Spirit of a Game

Tana Tanoi (Programmer, Dinosaur Polo Club)

Location: Room 2009, West Hall

Date: Monday, March 16

Time: 4:40pm - 5:10pm

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

Topic: Independent Games

Format: Session

Vault Recording: TBD

Audience Level: All

Creating the follow-up game to an indie hit is a brand-defining task, literally. If done well, it can lay out the pillars of a series and give the players a clear understanding of what to expect. But done badly, can alienate and confuse players with contradictory ideas. 'Mini Metro' is defined by its art style and mechanics, rather than narrative or content, meaning designing a refreshing successor cannot just be new maps - it had to be completely new gameplay. The commonalities shared between 'Mini Metro' and the follow-up game 'Mini Motorways' have defined what players will expect out of the 'Mini'-brand. In this session, Tana Tanoi from Dinosaur Polo Club will discuss the process of extracting the core pillars of 'Mini Metro' that define the brand; applying these pillars to new gameplay and mechanics through prototyping; and a reflection on the lessons learned through the game's development.


Attendees will gain the tools to discover what the core pillars of their own game are, to define what is important to creating a series going forward, and to become aware of the specific challenges associated with creating a follow up to a game defined by its mechanics rather than its content.

Intended Audience

The session is aimed towards developers who are in the process of, or who are considering, developing a sequel or a follow up game.