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Efficiency for Game Designers: Lessons Learned Making Gunpoint Quickly Without Going Mad
Gunpoint was Tom Francis' first game, he made it in his spare time, he didn't go mad, he finished it, and it went down really well both critically and commercially. Obviously, he got lucky, but in this talk he'd like to share the design side of how he approached making something worthwhile with no budget, zero experience, few skills and little time. He'll cover how to judge whether an idea is good or just ambitious, how to manage being unsure of whether an idea will work, how to make a better game by doing nothing, how to break out of perfectionism and get something finished, how to feel OK about yourself on days where you get very little done, and why good game concepts aren't good enough.
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