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Session Name:

The Art of 'Triage' in Online Game Development


Properly triaging a game is an art. Doing it right could take a game from being a mediocre player experience to being a great player experience. I will discuss how triage changes through the product development lifecycle. How time, money, and resources play into triage. The dangers of outside pressures placed on the project too early like determining the final budget, resources, and timeline before the core gameplay loops are fully baked. I will provide examples of effective techniques and tools I have used over the years to help better triage a game. The two main areas of focus in my presentation will discuss the journey to come up with a minimum viable product for launch and how to maintain the right level of quality control throughout the production lifecycle. Providing examples of how to strike the right balance of quality features/content at launch that will keep the player engaged while the team is fixing launch issues and getting ready for the next content release.

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