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Session Name:

'Crashlands': Design by Chaos


Award-winning studio Butterscotch Shenanigans uses a bottom-up design method to build all of their games, ranging from tiny jam projects to 2-year mega-projects. This approach has allowed them to cut out the overhead of design documents, instead allowing the game to design itself through a series of constrained, directed iterations. Through bottom-up design, Butterscotch Shenanigans has discovered its most iconic characters, mechanics, and worlds; none of which were premeditated. In this talk, Seth Coster, the studio's co-designer and lead game programmer, will break down this approach and discuss the implications for project and team management.

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  • GDC 2018
  • Seth Coster
  • Butterscotch Shenanigans
  • free content
  • Design
  • Design