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Panel: How to get ideas to happen

Panelat Pocket Gamer Connects London 2018 · 2018-01-22..01-23· [soft-skills]
links:none on file
slides:none on file

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.

AI-written summary · about

  1. 0:00Panel introduction
  2. 1:48Game ideas evolution
  3. 3:53Working with IPs
  4. 7:47Idea selection process
  5. 10:11Vision versus feedback
  6. 14:04Testing game concepts
  7. 18:58Finalizing projects
  8. 21:28Small team management
  9. 24:19Platform considerations
  10. 28:59Cross-platform challenges
  11. 31:40Diversity in ideas
  12. 34:54Constraints and creativity
  13. 38:47Constraints shape ideas
  14. 43:49Closing and Q&A
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