How Hi-Fi RUSH was developed “Backwards”

How Hi-Fi RUSH was developed “Backwards”

Stage 1 - Europasaal
Live
-All-Audio DesignGame DesignProduction & Team ManagementResearch & Education

Information

In this session, I will share how the idea for of Hi-Fi RUSH came to be. From there, I will provide in-depth details into the me and the team’s early learnings on how to approach this “rhythm action” title, during which we learned to completely re-approach our game design philosophy from what we’ve previously done to essentially work backwards from our desired result. During this talk, I’ll go over specific examples of how we learned this through our core gameplay, and how this approach affected other sections, along with how we designed core elements of the game. While this session will cover how we specifically approached combining music and action game genres, the approach can be useful for other teams attempting new ideas outside of their comfort zone.
Target Audiences
Game Designers/Producers/Directors who are interested in non-traditional approaches to trying new ideas.
Experience Level
Intermediate
Key Take Aways
Key Takeaways would be, how to approach new design challenges from a new perspective. While this is rather genre specific, the approach we used may influence how other genres can be approached logically. Additionally, this talk specifically goes into how we identified and leveraged our main “selling point” and incorporated it within all aspects of development, not just game design.
Session Type
Talk

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