Hostage negotiation for Game Designers
summary
Maps game design to hostage negotiation, arguing the job is to protect ideas as they pass between art, code, level design and other studios (Montreal, Singapore, Sofia). Cites concrete work on Assassin's Creed Origins DLC: Trials of the Gods boss rules, giant scorpions adapted to caves by adding venom-spit behavior, and ambient systems like fire wisps and reactive lotuses. Recommends rapid prototypes to prove mechanics, and stresses brand protocols (historical setting, third-person RPG, lore limits).
AI-written summary · about
chapters (14)
- 0:00Introduction
- 1:05Game design mystery
- 2:09Crisis negotiator specialization
- 3:36Game designer’s role in AAA
- 5:24Invisible systems in game design
- 7:09Negotiating ideas in development
- 9:16Cross-studio collaboration challenges
- 11:23Balancing feedback and ideas
- 12:26Protocols and constraints in design
- 14:55Protocols without brand guidelines
- 15:58Design team collaboration
- 16:40AAA game design upsides and challenges
- 17:21Practicing negotiation in design
- 18:06Q&A
related talks
56mThe Art of Negotiation
01h 24mWhy Design Matters Applying Ethics to User Experience Design
53mCreating Emotional Engagement Through Narrative and Game Design
58mNarrative Crossing: New horizons
21mHow to lay the foundations for compelling storytelling in games
45mNext-Gen Story Design: Immersive Process for Immersive Experience
49mMessy characters and breadcrumb trails: Designing player investment
58mExperience, Agency and Authorship: The Evolving Face of Story-Driven Game Design
