You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.

close

The Number One Educational Resource for the Game Industry

Session Name:

Selling Out: What a Year of F2P Taught an Art-House Indie

Overview:

What does the transition from deep art-house (city-scale real-world adventures; collaborations with choreographers; interactive dialogues about death) to highly commercial F2P do to a game designer? Is it selling out? Or finally becoming a 'real' game designer? Are there any transferable skills between the two design spaces? Is one kind of design fundamentally more rewarding? Is it a one-way door, or should we be looking for more cross-pollination between these spheres? As a member of Hide&Seek, Margaret Robertson used to make games that tackled bereavement, drove real-world space discovery and made artworks out of drinks coasters. Now, as Game Director at PlayDots, she maximizes the design and business potential of a grid of dots. This session reveals some surprising truths about design practice, business priorities, and career satisfaction in the course of that shift.

Did you know free users get access to 30% of content from the last 2 years?


Get your team full access to the most up to date GDC content

  • GDC 2017
  • Margaret Robertson
  • PlayDots
  • free content
  • Design
  • Design