Design

Using Design Pillars to Maintain Focus

Games are all about generating cohesive fantasies, and have a consistent idea of the fantasy you’re trying to create is critical both for making design decisions and for keeping feature creep in check. Let’s talk about establishing design pillars, testing features and content against them, and what to do with designs that feel compelling in isolation, but may not be good choices for the current project.

Speakers

Stephen Dewhurst