|Boxes and Breakthroughs: Lessons Learned from "Publishing" Student Games
|Track / Format:
|GDC Education Summit
Did you know free users get access to 30% of content from the last 2 years?
|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.