Don't ship the wrong game!

René Habermann

Playlists: 'godotfest2025' videos starting here / audio

Shipping a good game that no one desires is a sad affair. It's also easy to accidentally make a production too large. I'll share how we avoid this by building many prototypes, evaluating them against real people and then go into an appropriately scoped production, staying happy devs in rough times. Maybe most importantly, i'll share how we validate prototypes to find the games with potential among the crowd, as it's simply not something predictable or plannable.

Licensed to the public under https://creativecommons.org/licenses/by/4.0/

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