20 Years of Designing Games with PlayStation's Dominic Robilliard
summary
Starts in QA at Sega working on Res, Crazy Taxi 2, Sonic Adventure, Shenmue 2, learns 3D modelling, Maya and scripting on the job and moves into level design on The Getaway. Joins Lucasfilm to work on Star Wars 1313 (shipped not—project later canceled after years of development), shadows ILM VFX crews and George Lucas, then returns to PlayStation to found PixelOpus—a ~30‑person studio producing Entwined and the BAFTA‑nominated Concrete Genie, built around mentorship, internships and tight collaborative production.
AI-written summary · about
chapters (23)
- 0:00Welcome
- 0:43Early passion for games
- 2:30QA at Sega Dreamcast
- 4:57Lessons from QA
- 7:26QA to level design
- 9:11Design to management
- 11:17LucasArts and Star Wars
- 13:25New studio culture
- 15:54Star Wars 1313 canceled
- 18:05Coping with cancellations
- 20:14Return to PlayStation
- 22:19Leading Pixelopus
- 24:25Two-way learning with emerging game developers
- 26:30Game education importance
- 28:13PlayStation’s education role
- 30:17Pixelopus as commercial studio
- 32:03Pixelopus in PlayStation family
- 33:26Leadership and teamwork
- 35:52Balancing input and deadlines
- 38:17Early career shapes leadership
- 40:45Unpredictable game dev
- 41:49Advice for aspiring devs
- 43:34Closing thoughts
related talks
26mKonsoll 2016: Lee Petty & Tim Schafer
01h 04mFireside Chat
45mThere and Back Again: One Weird Game Dev Trip
28mThe Creative Process in Game Design
39mMy accidental 36 years in video games
34mGame Developers Are Becoming Directors, Not Coders
31mPanel: Tutorial Mode: What Every Developer Needs To Know Before Joining the Games Industry.
54mDesigning Immersive Experiences
