|Session Name:||You Say You Want a Shooter R(evolution)|
|Company Name(s):||Splash Damage|
|Track / Format:||Game Design|
Brink’s game design vision was focused on 4 “pillars”:
This session will examine how these design innovations ultimately manifested in the level design processes, and how the in-game implementations often provided an impetus for the overall design to evolve throughout Brink's production.