~/talk

Hostage negotiation for Game Designers

Talkat SGJ 2020 · 2020-01-24..02-02· [soft-skills, ux-and-product-design]
links:none on file
slides:none on file

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

  1. 0:00Introduction
  2. 1:05Game design mystery
  3. 2:09Crisis negotiator specialization
  4. 3:36Game designer’s role in AAA
  5. 5:24Invisible systems in game design
  6. 7:09Negotiating ideas in development
  7. 9:16Cross-studio collaboration challenges
  8. 11:23Balancing feedback and ideas
  9. 12:26Protocols and constraints in design
  10. 14:55Protocols without brand guidelines
  11. 15:58Design team collaboration
  12. 16:40AAA game design upsides and challenges
  13. 17:21Practicing negotiation in design
  14. 18:06Q&A
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