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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
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In harvest Pelit 2020
Original source: https://www.youtube.com/watch?v=1ZtlyZOGqAg
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