Helen Stuckey, Christian McCrea, Malcolm Ryan, Peter Henry, Matt Ditton
There's a wealth of thought, teaching, and experience about games and game development - from academic theory to the indescribable sense of when something just feels right. This session looks at the (slightly less than) 101 things academics, teachers, developers, and students had been told in school.
Simon Joslin, Adam Saltsman, Nathan Thomas, Rob Macbride. Chair: Paul Taylor
At opposite ends of the development process are the prototyping phase and the polishing phase. But should they be so separate? And how do we know when to stop iterating over our ideas? And when should we stop polishing something and get it out the door? This session looks at those two stages of a project and asks - what really happens in that first and last 10%