GDC + VRDC 2019 Session Scheduler

View, browse and sort the ever-growing list of sessions by pass type, track, and format. With this 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. Sessions do fill up so please arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.

Letting Go: A 'Florence' Postmortem

Ken Wong (Creative Director, Mountains)

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

Topic: Independent Games Summit

Format: Session

Vault Recording: TBD

Audience Level: Intermediate

How do you tell a love story in a mobile game? Mountains Creative Director Ken Wong discusses the journey of designing 'Florence'. Ken will cover the project's inception and turbulent design evolution, and how the game achieved its emotional resonance. He'll also talk about the pressures of building a team from scratch, working with Annapurna Interactive, and following up 'Monument Valley'.


Sidestepping traditional game design patterns and focusing on user experience helps lead to innovation. Narrative designers will benefit from a breakdown of Florence's narrative techniques and how to use them in their own games. Attendees starting new studios can learn from Mountains' mistakes and successes.

Intended Audience

This talk will be most beneficial to game designers and narrative designers of all levels. It will be assumed that attendees have played 'Florence', and spoilers will be included.