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Developing 'Hi-Fi RUSH' Backwards and Finding Our Positive Gameplay Loop
In this session, Game Director John Johanas shares how the initial concept for Hi-Fi RUSH came to be. From there, he provides in-depth details into the development team's early learnings on approaching this type of rhythm-action title. This required approaching their game design philosophy from a totally different angle than they've done previously, essentially working backwards from their desired result for Hi-Fi RUSH.John goes over specific examples of how the team gained these learnings through gameplay and how this approach affected other core elements of the game - specifically, how defining their mechanics with core pillars solidified a "positive feedback loop" for the user and lowered the barrier to entry to enjoy Hi-Fi RUSH. This session covers how Tango approached combining music and the action game genre, but this approach can be applied to any teams attempting to implement creative ideas outside of their comfort zone.
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