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Session Name:

Designing Games to Sell

Overview:

 

Designing videogames is a creative business, and countless hours are spent discussing creative issues, but rarely do we talk about how these business decisions affect content. Every decision you make, from platform to business model to features have the potential to affect your game both positively and negatively. If our goal is to find an audience, to communicate successfully with them, and to have them pay for your work, then the unspoken questions behind every one of your design decisions are: Does my audience want this? Will they pay for it? In other words, am I designing something that will sell? 


But what happens when you turn the dial from 'fun' to 'sell' - how does this affect your game? Can you serve both masters simultaneously, or are we caught between art and business?

This talk aims to look at whether there are design decisions you can take to maximize your chances of success while mitigating its impact on your creative. 

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  • GDC 2012
  • Alex Hutchinson
  • Ubisoft Montreal
  • free content
  • Production
  • Production