The archived web material is available for use only in legal deposit terminals within legal deposit libraries. Check info for more information.

SuomeksiPå svenskaIn English

The material is only available when using a legal deposit terminal.

Why Supercell Says Quality is Worth Killing For

GDC

In this 2016 GDC talk, Supercell's Jonathan Dower explains why it's sometimes necessary to kill games before they're released in order to stay competitive in the free-to-play mobile market. If you've ever wondered if it was worth soldiering through on a project, or if it needed to be dropped to avoid the sunk cost fallacy, Dower breaks down some key tips to gauge the difference between a game that can make it and a game that needs to die on the vine. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ubm.io/2ctNvqZ

#gdc #talk #panel #game #games #gaming #development #hd #design

In harvest Pelit 2020

Original source: https://www.youtube.com/watch?v=1ZtlyZOGqAg


The metadata on this page is from the original source (YouTube).