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Developing New Audiences: When the Past Can't Predict Your Future
There’s a reason many studios don’t develop new types of games - because it relies on audiences we know nothing about. And these unknowns can impact every aspect of your development, from your design process, to pipeline development, to your marketing campaign. In this talk, Kellee Santiago will talk about the lessons learned from developing flOw, Flower, and Journey for the PS3 on how to make effective decisions based on little data to create commercially successful titles that, in the beginning and maybe right up until you ship), no one will think you can sell.
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