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Designing Over the Top - Saints Row: The Third Postmortem
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.
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