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Arthur Décamp (Game Director, Evil Empire)
Location: Room 2014, West Hall
Date: Thursday, March 21
Time: 11:30 am - 12:30 pm
Pass Type: All Access Pass, Core Pass - Get your pass now!
Topic: Design
Format: Session
Vault Recording: Video
Audience Level: All
Six years after its early access release, Dead Cells has never really left this format. After a great launch by Motion Twin, the team at Evil Empire kept working on it for years. In the process, they found out that the early access approach to developing content applies really well to "content-heavy" games.
As a game designer and game director, Arthur focuses on the creative part of the discussion and see how this process can actually help you design fresh new and interesting content to keep player entertained and invested. He also addresses the flexibility and speed it gives, making it the perfect fit for a dense annual update planning.
This talk is our way to encourage an "early access-like" live ops approach to other studios working on "content-heavy" game. In many instances this past few years, we feel that a lot of brilliant indie games could have benefited from such a development process and we hope that our testimony will help other devs to at least consider this option.
This is for devs and studios that consider working on their game for months or even years. This talk discusses almost exclusively ways of designing content for a game after its release.