Mihai Gosa - How We Won Gamedev By Rolling Our Own Tech
This is a recording from Dev.Play Conference, Bucharest, 2016.
Did you know you can make successful games faster, cheaper and more reliable by building your own tech instead of using a third party engine? With a small team and no budget, KillHouse Games managed to make 2014’s best tactics game (Door Kickers) in a very short time, with a huge amount of content, on 5 platforms. Without using any third-party engines or tools. Instead of adding tech, they removed tech. They kept removing until there was almost nothing left. Sounds counter-intuitive? Think of it this way: simpler means faster, cheaper and more reliable. Learn about the extreme simplicity of the production pipeline and the “unified everything” game engine used for Door Kickers. Learn that developing a game can also be done in a very smart and simple way, instead of spending years or $$$$$ on game engines. Learn how to focus on what is important and that finding the simplest solutions is usually the hardest. Attendee takeaway: -How one can optimize game development for maximum efficiency by dropping standard development models. -How you can create a good game by going in the opposite direction from the industry. -How one can create successful games without taking years on development and without spending big money on game engines and tools. Intended audience: -Video game companies as a whole (since the talk is about efficiency in development, in general) -Programmers, artists, designers Prerequisite knowledge: general knowledge of the video game industry and general knowledge of game engines.
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Dev.Play Conference currently has 413 views spread across 1 video for Door Kickers. Less than an hour worth of Door Kickers videos were uploaded to his channel, making up less than 0.44% of the total overall content on Dev.Play Conference's YouTube channel.