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Session Name: Selling Out: What a Year of F2P Taught an Art-House Indie
Speaker(s): Margaret Robertson
Company Name(s): PlayDots
Track / Format: Design
Overview: What does the transition from deep art-house (city-scale real-world adventures; collaborations with choreographers; interactive dialogues about death) to highly commercial F2P do to a game designer? Is it selling out? Or finally becoming a 'real' game designer? Are there any transferable skills between the two design spaces? Is one kind of design fundamentally more rewarding? Is it a one-way door, or should we be looking for more cross-pollination between these spheres? As a member of Hide&Seek, Margaret Robertson used to make games that tackled bereavement, drove real-world space discovery and made artworks out of drinks coasters. Now, as Game Director at PlayDots, she maximizes the design and business potential of a grid of dots. This session reveals some surprising truths about design practice, business priorities, and career satisfaction in the course of that shift.

GDC 2017

Margaret Robertson

PlayDots

free content

Design

Design