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Get Over Yourself: Making Someone Else's Game
Game design is always challenging, and it's even more difficult when the game is intended for a non-traditional audience. How do you make a game that's not for you? More important, how do you inspire yourself and your team to make something great?
Based on experience across a variety of genres and player types, this presentation uses specific examples to illustrate tools and techniques developers can use to develop and maintain focus on a game's intended audience. Passionate creators make the best games, so the presentation also offers methods for staying passionate--and sane--when you're working on someone else's game. Once you move past the game style and genre to find joy in the process, you'll discover a renewable resource of energy and creativity to inspire yourself and your team.
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