Panel: How to get ideas to happen
summary
Panel discussion spells out concrete processes: No Man's Sky ships on PS4/PC from a 20-person team using heavy procedural generation and then iterates with major post‑release updates; Total War treats a 17–18‑year IP by assigning subteams (campaign coders) and balancing scope; Modern Dream ships with a 4-person indie that built Dragon Putt; idea selection follows a 1000→100→10→1 funnel of prototypes; teams test as early as possible (friends, expos, watch behavior, three quick exit questions) and prioritize constraints of time, tech and platform.
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chapters (14)
- 0:00Panel introduction
- 1:48Game ideas evolution
- 3:53Working with IPs
- 7:47Idea selection process
- 10:11Vision versus feedback
- 14:04Testing game concepts
- 18:58Finalizing projects
- 21:28Small team management
- 24:19Platform considerations
- 28:59Cross-platform challenges
- 31:40Diversity in ideas
- 34:54Constraints and creativity
- 38:47Constraints shape ideas
- 43:49Closing and Q&A
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