~/talk

How premium games can succeed

name:Dan Gray
links:none on file
slides:none on file

Ustwo's approach stresses small teams and tradeoffs: aim for 90 minutes to two hours of deeply polished play rather than chasing billions of users, design mechanics that are memorable and non-repeatable, and take visual and narrative risks so the product feels unique. Concrete commitments include multi-month craft on single moments — a puzzle level that trees level took four months to make and an expansion that cost ten months, six people, $2 price point — and explicit avoidance of genres with free competitors.

AI-written summary · about

  1. 0:00Introduction
  2. 2:04Mass production and small scale
  3. 2:40Volume vs profits
  4. 9:00Examples of premium games
  5. 11:32Analyzing the marketplace
  6. 16:05Question
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