Elevate your Game Pillars - and clarify your Vision

Stage 6


Can you see what sets your game apart from others just by reading its pillars? Would you be able to spot your game's pillars in a 'prison lineup'? In this talk, longtime game designer and Game Director Marie Mejerwall explores the traditional concept of game pillars and discusses how she sees them be used by studios today. She then introduces an elaborate variant she created whilst working at Ubisoft that leaves room for a lot of the extra information people usually put in - but in a way that synergizes and adds more clarity instead of confusion. She then breaks down popular games and films to illustrate her concept. Watch this talk to learn how also your team can use concepts of themes and boundaries to build a more holistic vision that is both informative and inspirational.
Session Type
Talk (40 Min)