Why Now Is the Best Time Ever to Be a Game Developer
Ingress: Design Principles Behind Google's Massively Multiplayer Geo Game
Playing with 'Game'
Gathering Your Party with Project Eternity (GDC Next 10)
D4: Dawn of the Dreaming Director's Drama (GDC Next 10)
Using Plot Devices to Create Gameplay in Storyteller (GDC Next 10)
How I Learned to Stop Worrying and Love Making CounterSpy (GDC Next 10)
Luck and Skill in Games
Minimalist Game Design for Mobile Devices
Broken Age: Rethinking a Classic Genre for the Modern Era (GDC Next 10)
Storefront > GDC Vault Store - Audio Recordings > GDC 2007
Punk's Not Dead
Speakers: Goichi Suda
Track: Game Design
Format: Lecture
Experience Level: All
Description: Creating successful games from original IP Grasshopper is not a big company, and each member of our staff has something important to contribute to the games we make. Just like in a band, if the one of the members leaves, the product and the team is forever changed. Game creators should be faithful to their vision and instincts, if original games are what interest them. The players in turn will respond favorably to this originality, as there's an innate desire to experience something new. There is severe stagnation in terms of game design these days however, as creators are afraid of taking risks. This talk will discuss our production style at Grasshopper, which is rooted in appreciation of our native Japanese culture and aesthetic. This is how I worked as director, game designer, and scenario writer for Killer7 and the upcoming title, No More Heroes.
Please leave this field blank.
There are no related products to display.