Things Learned at GDC - Part 3
Wednesday, April 04, 2018Main take-aways from talks I've been to at GDC 2018, at the end of all notes I will put up a list of talks I recommend watching on GDCVault.
This post contains:
6. From Empires to Ages: Lessons learned in 14 years at BioWare.
6. From Empires to Ages: Lessons learned in 14 years at BioWare.
Next post will contain:
7. Art Direction for AAA UI.
7. Art Direction for AAA UI.
6. 'Empires to Ages: Storytelling lessons learned in 14 years at BioWare' - Mike Laidlaw
6.1 Trust.
How do you earn the trust from your team?
- Create and maintain a schedule that understands the rigor of game development.
- Create a story with a clearly articulated goal.
- Have a process that ensures quality, while being open to feedback.
Scheduling.
- Target content locks first.
- Major characters need one piece of significant content early, to ensure that casting sticks.
- When doing voice acting auditions for example.
- Onboard translators early.
- Get them involved and to understand the core fundamentals of the story.
- Onboarding translators early will ensure that the 'why' of the game and its' personality are not lost in translation.
- Engineer a data framework for states of text assets (e.g. clear/recorded/translated.)
- Gives a clear idea where you're at in your content/scheduling.
- Helps avoid (expensive) re-recording.
Crumple Plans.
- Divide your content into CRITICAL and IMPORTANT.
''Make sure that your game can survive a collapse of scope. Build something that can survive.''
6.2 Onboarding the team.
Clear Goals.
- Condense and present.
- Story presentation.
- Quick high level presentation.
- Focus the team on spectacular, evocative and emblematic moments.
- High emotions tend to stick.
Themes and Tentpoles.
- Why do they care?
- With whom do they agree?
- Make these quickly accessible for your team.
Elevator Pitch.
- Rapid way to convey the feeling, theme, inspiration.
- A 'vision touchstone'.
6.3 Quality and Feedback
Peer Review
Most of all...
- Feedback to improve, not just you, but for your players.
- You do not have to be all-knowing.
- Admit that you have to learn.
- Make efforts to earn trust from your team.
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