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Published on Nov 3, 2016
When Valve first launched Early Access back in 2013, we hoped to give developers and customers a new framework for designing a game directly alongside customer feedback. In the years since, we've seen dozens of successful games enter and leave Early Access. But there are a bunch of risks and challenges associated with selling and developing a game in this way, and our panelists will address the ups and downs of Early Access.
Panelists: Arthur Bruno from Crate Entertainment, Russ Clarke from Payload Studios, Will Turnbull from Klei Entertainment, Tynan Sylvester from Ludeon Studios, and Tyler Sigman from Red Hook Studios Moderated by Alden Kroll from Valve