Special Event
Information
Audience Level
All
Intended Audience
The talk is most squarely aimed at creative decision-makers and production, though there should be spillover interest from adjacent disciplines. Which, if your studio is anything like Sucker Punch, means just about everyone.
Attendee Takeaway
Unfortunately, there's no simple, foolproof way to guarantee your game will be enjoyed by millions of players, but there are simple ways to make this more likely. There are also easily-made mistakes that make a successful game much less likely. Attendees will walk away with examples of both positive and negative patterns, drawn from the experiences we've had at Sucker Punch. If nothing else, the audience will have a pretty good picture of Sucker Punch's game-making culture.
Pass Type
Festival PassGame Changer Pass
Type
Partner Session
Available on GDC Vault Later
Video



