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Session Name:

Getting to Greenlight: Designing a Game Fit for (a) King


Within the industry, there is a lot of talk about getting the core of a game just right. There is a lot of emphasis on the idea that a game will fail if it is built on top of a rotten foundation - and yet that's exactly what happens with so many causal games. This talk will give attendees a look into how designers at King focus on and find core mechanics that are truly appealing, what has been learned from innumerable failures, and how designers can use these lessons to improve their own search for fun mechanics.

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  • GDC 2016
  • Tristan Clark
  • King
  • free content
  • Design
  • Design