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Session Name:

Design Occlusion is Killing Your Creativity


Game design often becomes mired in rote design decisions, leaving a swath of undiscovered territory on each side as designers race down their habitual paths. In this session, Q-Games president Dylan Cuthbert will explain design occlusion, or how easy design decisions can block, or occlude, more interesting choices. By removing these familiar gameplay elements, designers are forced to explore new and unique ways to tackle game design. He will give examples on how this process, forged during his time at Sony and Nintendo, helped to shape the PixelJunk series.

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  • GDC 2013
  • Dylan Cuthbert
  • Q-Games
  • free content
  • Independent Games Summit
  • Independent Games