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(Japanese Version) Re-orienting Development and Accelerating Production to Create Infinity Blade and Infinity Blade II
Price $3.95
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SKU GDC12-3323J
Re-orienting Development and Accelerating Production to Create Infinity Blade and Infinity Blade II

Speaker/s: Simon Hurley (Epic Games, Inc.)
Day / Time / Location: Thursday 5:30- 6:30 Room 132, North Hall
Track / Duration / Format / Audience Level: Production / 60-Minute / Lecture / Intermediate
GDC Vault Recording: Video Recorded
Description: In 2010, Chair Entertainment created Infinity Blade, the first Unreal Engine 3 game for iOS - and they did in only 5 months. A year later, they raised the bar even higher with Infinity Blade II. Sr. producer Simon Hurley discusses how the team adapted to the change from AAA console development to AAA mobile games, including how they maintained their internal processes in a much shorter dev cycle, how they designed and built the game in a modular fashion, how they focused and accelerated production by embracing limitations and what they learned from the first game to build an even more successful sequel.
Takeaway: Insight into how console developer can re-scope their production process to create amazing mobile games, through the examples of iOS hits Infinity Blade and Infinity Blade II.
Intended Audience: Targeting any existing console developer who is considering starting a mobile project, or any new developer who is getting started in the mobile space.

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