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Keeping the Flame Burning for 'Dead Cells': Designing Content for a Live Ops Indie Game
Six years after its early access release, Dead Cells has never really left this format. After a great launch by Motion Twin, the team at Evil Empire kept working on it for years. In the process, they found out that the early access approach to developing content applies really well to "content-heavy" games.As a game designer and game director, Arthur focuses on the creative part of the discussion and see how this process can actually help you design fresh new and interesting content to keep player entertained and invested. He also addresses the flexibility and speed it gives, making it the perfect fit for a dense annual update planning.
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