レギュラーセッション

Wisdom out of Failure: how the game you didn't make can make you into a better developer

講演形式
レギュラーセッション
講演時間
08月23日(火) 11:20 〜 12:20
講演ルーム
第2会場
受講スキル

Game Design, Production Planning, Pitching, Game Scope

ゲームデザイン、制作企画、プレゼン、ゲームのスコーピングに興味のある方

得られる知見

The importance of recognizing the reason why a project failed and how to apply the lessons when it comes to realizing future projects

プロジェクトが失敗した理由を認識し、その教訓をのちのプロジェクトの実現に生かすことの重要性

セッションの内容

a 50-minute presentation with a brief Q&A session on two games very near and dear to Shapefarm's heart, why they failed to be made and what we learned from the experience

Shapefarmにとって非常に思い入れのある2つのゲームに関する、制作できなかった理由とその経験から学んだことについての50分のプレゼンテーションと簡単な質疑応答

コンスタンチン・パラディアス

Shapefarm AB

Writer

講演者詳細を開く >

<講演者プロフィール>

A writer by choice, I have had over 100 stories published since 2010 and been a former member of the SFWA. My previous work also includes writing for comic books, among other mediums.

Since 2015, I've written for a number of games like Friend and Foe's Vane, Scrap Mechanic by Axolot AB and Raft by Redbeet Interactive. My first visual novel, Re:Shape, is published by Funigami studio.

In the few precious hours that I'm not writing, I have devoted myself to playing through every game in the Final Fantasy main series and also make a spectacle of myself trying to finish an actual Dark Souls no-hit run. It has been going slow, but I am getting there.

<受講者へのメッセージ>

Thank you for your interest in my speech. It's my hope that this will become a useful resource for any game developers, studio heads or producers that may feel like they are carrying the burden of failed project by themselves. I hope that the advice and perspectives found in this presentation will give them a head start in transforming a misfortune into
an opportunity for learning.

Please don't hesitate to reach out to me if you feel like you'd like to share your story and I hope more people will be more open about sharing their own, similar experiences in the future.
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