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Weaving 13 Prototypes into 1 Game: Lessons from 'Edith Finch'
When you make a game that's got 13 different stories in it, each with its own unique art style and gameplay mechanic, you spend a lot of time working on (and throwing out) prototypes. In this session the speaker will talk about how he and his team approached prototyping where the goal was for each mechanic to be something players had never seen before, but also intuitive enough to grasp without tutorials. He'll also discuss the challenge of blending these radically different mechanics into a cohesive experience along with the production process his team evolved to try and keep the whole team informed in the face of nearly constant, frustrating, exhilarating change.
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