GDC Post Mortem

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Last week several of our developers, including myself, were able to attend the 2016 Game Developers Conference. It was an excellent opportunity to promote the game and get feedback. Getting feedback from industry professionals and even some feedback from some unity representatives was extremely exiting.

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Before the conference even started our art lead Emily Dillhunt was able to create a game during the train jam on the way to GDC. She even collaborated with developers from Campo Santo to make the game ‘Discharge’!

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On Tuesday I was able to attend the ‘level design in a day’ workshop along with our lead designer Mitch Clayton. The workshop involved a series of talks that revolved around creating more intuitive, creative, and fun levels and puzzles. Later in the week some of our developers were able to visit the Unity offices where they were able to get some of that valuable feedback.

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All of that, and it still only describes a slice of what we were able to get done at GDC. We were able to meet a lot of good people, do a lot of networking, as well as have a lot of fun. Most valuable of all, we were able to get a fresh perspective on our game. Beyond that we’re back from GDC and ready to get started on finishing the game!

Zack Pasterski

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