~/talk

Good Design Takes Time

Talkat /dev/world 2019 · 2019-09-26..09-27· [game-development, design-collaboration]
links:none on file
slides:none on file

Claim: the Gardens Between becomes good because the team spends seven years iterating, not because of a clever topic. They prototype time-scrubbing across dozens of builds, settle on camera moves right when time moves forward as the primary affordance, redesign fire into a single light mechanic, and codify levels as conical islands with a single memory object. A three-person core team builds complex timeline notation graphs and a rumble-graph tool with 2s hot-reload; one garden takes 2–3 months to refine. treehouse transports them single-screen conical islands

AI-written summary · about

  1. 0:00Introduction to talk
  2. 1:05Catastrophic design failure
  3. 2:29Introducing Gardens Between
  4. 4:40Origins of time mechanic
  5. 7:46Art Jam and visual style
  6. 9:54Refining the story concept
  7. 11:41Prototype Blue Mountain
  8. 12:45Form follows function in design
  9. 15:36Prototype feedback and issues
  10. 17:42Voyage and return storyline
  11. 20:10Continuous refinement process
  12. 24:03Deep dive into Deep Drain
  13. 28:39Creating aesthetically pleasing levels
  14. 30:24Considered design approach
  15. 32:28Iterating small details fast
  16. 34:13Camera as a third character
  17. 35:17Key learnings and conclusion
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