Developers, how can you make sure that you're working on nothing but your best concepts? How do you make the hard choice of deciding to kill a project you've poured your heart into?
Game development is often an intensely personal creative process, and that makes it hard to critically evaluate whether what you're making is worth releasing. Adam Telfer is a product lead at Wooga who had failed on at least seven projects when he spoke at GDC Europe 2014 earlier this year about Wooga's "hit filter" approach to game design.
Telfer's talk, which encompasses Wooga's process for weeding out developing mobile games that don't meet the company's expectations in terms of gameplay or retention, holds potential learnings for all developers. The free video (embedded above) of 'The Art of Killing Games' is now available to watch here
on the GDC Vault.
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