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View, browse and sort the ever-growing list of sessions by day, time, pass type, topic, and format. With this Session Viewer, you can view session and speaker details for Game Developers Conference 2024.

You will be able to build your schedule with the GDC Mobile App. The GDC 2024 app will be available for download in Apple Apps and Google Play late February 2024.

Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.

Independent Games Summit: 'Saturnalia' Postmortem

Pietro Righi Riva  (Studio Director, Santa Ragione)

Location: Room 2005, West Hall

Date: Monday, March 18

Time: 9:30 am - 10:30 am

Pass Type: All Access Pass, Summits Pass, Indie Games Summit Pass - Get your pass now!

Topic: Independent Games

Format: Session

Vault Recording: Video

Audience Level: Intermediate

In this talk, the game director of third person survival horror Saturnalia tells the story of its overly ambitious and troubled six-year development, outlining the radical changes in scope, design and looks that allowed the team to fund the game and eventually ship it.

A rendering style change inspired by a tweet, a mid-development shift from first to third-person, three years of pitching to more than ninety publishers, and the design challenges of a multi-character proc-narrative rogue-lite exploration-driven title inspired by the folklore of Sardinia, Italy. In short, the ups and downs of making a game that was a grand prize finalist at IndieCade and A MAZE, and an IGF Seumas McNally Grand Prize Honorable Mention.

Takeaway

Attendees learn about the dangers and benefits of experimenting in multiple departments at the same time, about approaches to working with talent from other fields, about compromising between critical reception and commercial success, and about advantages and drawbacks of funding partnerships for medium-budget experimental indie games.

Intended Audience

This session is for game authors and creators of experimental or genre-defying games that are or are considering scaling up considerably for their next project, and for anyone curious about the challenges, trade-offs and course corrections that maintaining innovation at a bigger scale might entail.



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