You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.

close
Session Name Boxes and Breakthroughs: Lessons Learned from "Publishing" Student Games
Speaker(s) Jesse Vigil
Company Name(s) Psychic Bunny
Track / Format GDC Education Summit
Overview Three semesters ago, visiting industry lecturers at USC IMGD banished digital from the introductory undergraduate game design class and introduced a new focus: the final projects would be physical games produced by an on-demand printer and fully productized. The results were extraordinary. Given real printing deadlines and a $20-$25 maximum budget, designers encountered new limits they were forced to overcome with design -- and became better designers as a result. Through case studies and lessons learned, veteran producer instructor Jesse Vigil discusses how elements of manufacturing and publishing changed the processes and habits of novice students for the better.

GDC 2015

Jesse Vigil

Psychic Bunny

free content

GDC Education Summit

Game Career / Education


UBM Tech