~/talk

10 Years Of Losing Hope

Talkat Konsoll 2017 · 2017-10-05..10-06· [career-development, game-development]
links:none on file
slides:none on file

A team spends 10 years iterating Owlboy, keeps it secret, then flips from passive hope to a concrete goal in 2016 and ships the game — released November 1 2016. Early prototyping uses GameMaker, later work touches Unity; teammates live at the lead’s family home (some for five years), show builds at GDC for feedback, and launch to strong press and player praise. Key lessons: involve external testers earlier, scope down ideas, and treat hope as a plan.

AI-written summary · about

  1. 0:00Introduction
  2. 1:24What hope means to a developer
  3. 2:53A decade of failed releases
  4. 4:47Passive hope to active goals
  5. 8:06Teaching kids to stop hoping and start making
  6. 9:17Lessons from a fictional genius
  7. 11:47Gaming industry can’t be taught
  8. 15:46Body-swapping into a stranger’s life
  9. 17:13Finding purpose in team belief
  10. 19:19Believing in others when doubting
  11. 22:33Building culture through isolation
  12. 25:05Student dreams to indie reality
  13. 26:18Game scene from lost hope
  14. 30:11Frustration into game’s story
  15. 30:38School project to game
  16. 33:12Ten years of development changes
  17. 35:21Start small to avoid long projects
  18. 38:18Regrets and lessons from a game
  19. 41:34Sacrifices behind chasing dreams
  20. 43:44Marketing for indie game success
  21. 46:57Surviving despair in development
  22. 49:29Closing thoughts and Q&A
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