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Simon-Albert Boudreault (Senior Level Designer, Warner Brothers Games)
Location: Room 3002, West Hall
Date: Tuesday, March 22
Time: 1:20 pm - 1:50 pm
Pass Type: All Access Pass, Summits Pass - Get your pass now!
Topic: Design
Format: Session
Viewing Experience: In-Person
Vault Recording: Video
Audience Level: Yes
As a level designer, presenting a playable level is both one of the most difficult and underrated tasks to achieve. More often than not, designers of all skill levels will start their presentation with no explanation nor any context, and put everyone in the room to sleep. When presenting a game level, one cannot rely on the adage of showing rather than telling. A game level has too many moving parts for that. Using a rigorous yet flexible 8-step recipe, this talk will demonstrate how more effective and interesting a design pitch becomes when the presenter both shows *and* tell.
The attendee will walk away with the fundamentals of what a design process is, how it is communicated and how flexible it can be. Directors and managers will leave with a clearer idea of what to expect from a design pitch.
Young designers learning to do oral presentations, advanced designers looking to polish their style of presentation, designers struggling with explaining ideas and concepts to others, directors looking to implement a better design process within their teams, or anyone working with a team of any size.