Community Clubhouse: Zero to One: The Game That Almost Wasn’t

Community Clubhouse: Zero to One: The Game That Almost Wasn’t

Stage 15 - Confex Level 2
Fireside Chat
~All~Community ManagementGame DesignProduction

Information

Every shipped game has a graveyard of abandoned features, missed deadlines, and moments where the entire project teetered on the edge of cancellation. This talk pulls back the curtain on the messy reality of game development, revealing the critical decision points that separate concepts that die in development hell from games that actually reach players' hands. You'll discover why most "great ideas" fail before they become prototypes, and more importantly, how to recognize and navigate the make-or-break moments that define your project's fate.
Target Audiences
The intended audience for this talk is game industry professionals who are currently in a leadership or decision making role in game development or interested in learning more about how to take a game from concept to launch.
Experience Level
Intermediate
Key Take Aways
Walk away with battle-tested learnings for turning creative vision into shippable reality. Learn to identify project-killing problems before they become terminal, master the art of strategic scope cutting without losing your game's soul, and understand when to pivot versus when to persist. Whether you're an indie developer betting everything on your first game or a seasoned professional looking to reduce project risk, you'll leave with practical tips to bridge the gap between "wouldn't it be cool if..." and "available now on..."
Session Type
Fireside Chat

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