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Continued thread

He continues along the theme: references are useful because you can intentionally diverge from them, building something new on our cultural accretion.

“Your inspiration isn't bad, different choices just mean you can accomplish things it never could.”

“When people called us a "lost Remedy game" instead of a Max Payne clone, I knew we were successful.”

After showing a stream of “El Paso, Elsewhere”’s references ranging from Die Hard (PS1) to Constantine to Sum 41, Xalavier Nelson drops this reminder that should come at the end of every creative direction meeting.

’s insight on early access: your first release of the game has to be in a good state, has to be fun already. If people have a bad experience they’ll leave a bad review and never come back to try it again later. Minimum viable product isn’t enough.

Continued thread

Mocking up interfaces to send fake Twitch input to the game and show a fake game to Twitch accelerates development and testing immensely.

However big an issue you think scaling will be, it’s bigger than that. The stuff that breaks at 10,000 is different from what breaks at 1,000. My take: industry needs some way to simulate testing massive scale.

Some notes from ’s talk on Twitch integration for +engagement on a -budget :

1. Extend existing content rather than creating entirely new stuff
2. Features shouldn’t unbalance the game (makes it look bad)
3. Don’t piss off non-streamers with eg skins they can’t get

Continued thread

Bosher/Menzel: tips for directing: listen (develop taste, don’t watch actors in the booth.) consistency is key, reassure actors is good, referential direction is bad (because involves personal experiences that should be different).