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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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I insamlingen Pelit 2020

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


Sidans beskrivning är från den ursprungliga källan (YouTube).