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Session Name:

Heavy Rain: How Far Are you Prepared to Go to Develop an Original Project?


From the initial pitch to publishers to the ideas behind the key concepts, developing a project with 200 people in four different time zones, evangelizing press for two years, facing a babylonian production while trying to keep creative control, David Cage will be driving the audience through a detailed postmortem on the hurdles Quantic Dream had to overcome to produce a game such as Heavy Rain.

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  • GDC Europe 2010
  • David Cage
  • Quantic Dream
  • free content
  • Game Design
  • Design