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Designing Over the Top - Saints Row: The Third Postmortem
Price $3.95
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SKU GDC12-3354
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Description
Designing Over the Top - Saints Row: The Third Postmortem

Speaker/s: Scott Phillips (Volition, INC)
Day / Time / Location: Thursday 11:30-12:30 Room 2003, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Game Design / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Open world games are huge and difficult to make, especially so for Saints Row known for its boundary pushing over the top gameplay. In this session Scott Phillips, the design director of Saints Row: The Third, will walk attendees through defining the initial Tonal and Creative boundaries, defining what 'Over the Top' meant, how Scope was controlled, and the processes used to iterate and improve on this massive open world game.

Attendees will see never before seen gameplay pre-visualization videos, hear about features that didn't make it into the final game and why, see how processes were improved during the middle of development, as well as getting an inside look at how a game as ridiculously over the top as Saints Row gets made.
Takeaway: Attendees will hear about the ups and downs of developing the third game in a franchise faced with existing expectations and all new challenges. Topics covered will include how to set tonal and creative boundaries, controlling scope, and how pre-visualization is the key to getting buy-in.
Intended Audience: Any developer setting creative boundaries or designing gameplay in any format will get something from this presentation. Whether it be about setting tonal and creative boundaries, scope Control, or how to get team buy-in there is a topic covered in this talk for every designer.

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