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March 1-4, 2027
Moscone CenterSan Francisco, CA

Agenda

Marrying the Unmarryable: The Making of 'MOUSE: P.I.' For Hire

Mateusz Lechowski  (Lead Narrative Designer & DLC Game Director, Fumi Games)
Pass Type: Academic Pass, Festival Pass, Game Changer Pass, Indie Pass, Start-Up Pass - Get your pass now!
Hot Topics: IP & Brand
Track: Design, Independent Development
Audience Level: Intermediate
Format: Lecture
Vault Recording: TBD
Audience Level: Intermediate
Making a game is hard even when all the pieces fit together nicely. Making one that combines fast-paced boomer shooter gameplay with a slow-burn noir detective story? While being stylized as a 1930s cartoon? And doing it on an indie production schedule, with more ambitious ideas than it could ever fit? Well, there's a tale worth telling here! In this postmortem, Mateusz Lechowski (Lead Narrative Designer and DLC Game Director) will give attendees a behind the scenes look at MOUSE: P.I. For Hire, from its humble beginnings and unexpected viral success to the creative and production challenges that followed. It's a lesson about finding the balance between seemingly incompatible elements, fitting the story within and around existing pieces, and, well, making some questionable decisions along the way. Through development stories, practical examples, and lessons learned the hard way, this talk will explore what it takes to make a game out of ideas that, on paper, have no business working together!

Takeaway

Attendees will gain practical insights into balancing seemingly incompatible creative pillars, integrating narrative into existing gameplay, and maintaining a cohesive tone across contrasting influences. Lessons will also be shared on making creative decisions under production pressure, knowing when to compromise, and turning apparent contradictions into unexpected strengths.

Intended Audience

Game designers, writers, narrative designers, creative directors, producers, technical artists, and indie developers who've ever had to make a great idea work within the less-than-ideal realities of actual game development. This especially includes those who have had to juggle competing visions, unusual technical requirements, ambitious scope, and deadlines that, in a true Doctor Who fashion, seem to get closer whenever you stop looking.