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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.

Ruin or Redemption: The Making of 'Darkest Dungeon II'

Chris Bourassa  (Co-Founder, Creative Director, Red Hook Studios, Inc.)

Tyler Sigman  (Co-Founder, Design Director, Red Hook Studios, Inc)

Location: Room 2010, 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

Darkest Dungeon II is a striking departure from the original, by design. Defying conventional wisdom, we risked everything to create a tonally and mechanically different sequel. Being a boutique independent developer meant the stakes were extremely high. We remained committed to our vision as we traversed the rocky road of logistical, technical, and creative challenges over the game's 4+ year development cycle. This talk outlines the journey we took in designing our sophomore effort, unpacking our process, our fears, and our failures with candor and honesty. It was not an easy undertaking, but nothing worth doing ever is.

Takeaway

An exploration of sequelling, expectation, and risk, we invite you behind the scenes of a growing studio attempting to follow-up a hit title. Attendees will gain insight into the practical and existential challenges we faced, understand our creative development process, and be left with tangible, transferrable examples to reflect upon.

Intended Audience

Designers, directors, leaders and creatives of all kinds will appreciate the relatable challenges and struggles we faced in developing a sophomore title. Anyone interested in entrepreneurship, growing a studio, or Darkest Dungeon itself will find this a refreshing, eye-opening look at what it takes to make a game.



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