~/talk

The invisible thread

Talkat Gamelab Barcelona 2019 · 2019-06-26..06-28· [game-development]
links:none on file
slides:none on file

Studio pivots from a decade of Sony work on the Invisible saga to ship Killsquad in under two years, funded by a separate steady project so cashflow stays safe. Team prototypes in whitebox using Infinity Blade assets, builds weekly (sometimes two builds a day), and implements a procedural cell generator (hand‑curated 100m×100m chunks) in Unreal with heavy VFX, outsourced art to China, and Kanban production. Analytics uncover an unexpected Brazil audience; game hits E3, enters early access with planned six‑month seasons — live service approach already working. data-driven decision making

AI-written summary · about

  1. 0:00Intro
  2. 6:35Independence
  3. 9:32Vision
  4. 11:25Experience
  5. 13:57Procedural Content
  6. 15:37Prototyping
  7. 17:42Engine
  8. 19:54Data
  9. 21:47Advice
  10. 25:30Visuals
  11. 26:57E3 2020
  12. 29:09Early Access
  13. 29:42Looking Beyond
  14. 33:51David
  15. 35:04Brand
  16. 37:17Fear
  17. 38:08Learn fast
  18. 39:16Creative impulse
  19. 41:40Quality not complexity
  20. 43:16Veteran vs young
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