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Session Name:

Designing Without a Pitch - FTL Postmortem


The creation of FTL: Faster Than Light began with the desire to experience what it would feel like to be the captain of a starship. Many games have focused on space battles, but few games have focused on what happens in the ship itself. The player experience was the primary goal; gameplay structures, mechanics, and genre were all secondary. By focusing on a high-level goal of experiencing a singular feeling, and developing it with minimal preconceptions about FTL's gameplay, Subset Games was allowed to frequently alter or abandon aspects of its design, which eventually led to the game we know today. Matthew Davis and Justin Ma will share their creative process as they take you step by step, from concept to crowdfunding to release.

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  • GDC 2013
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  • Justin Ma
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