Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
November 20, 2019
arrowPress Releases

If you enjoy reading this site, you might also want to check out these UBM Tech sites:

Video: Why making a truly unique video game is terrifying Exclusive

July 30, 2012 | By Staff

July 30, 2012 | By Staff
More: Indie, Design, Exclusive, Video

[Note: To access chapter selection, click the fullscreen button or check out the video on the GDC Vault website]

The game industry is often criticized for its lack of originality -- year after year, we see games in the same genres, following the same tropes, and appealing to the same types of players. But according to former thatgamecompany president Kellee Santiago there's a reason for that: Making something that hasn't been done before is scary!

But Santiago wants to fix that problem, and at the Independent Games Summit at last year's GDC Europe (video above), she demonstrated how she and her studio took some real creative risks and targeted brand new audiences with games like flOw, Flower, and Journey.

"If you're working on a game that's like other games that have been made, or other games that are out there now, there's a lot of data available to you on to make it and who to make it for, "Santiago said. "But when you want to make something that's different, or something that's's kind of like there aren't any grown ups around who can tell you what you need to do."

"This can be exciting and fun, but also kind of terrifying."

Throughout her presentation, Santiago worked to help developers overcome those fears by discussing a number of tools and techniques studios can use to create high-quality, cohesive games that reach audiences that video games haven't explored before.

Now, with this year's GDC Europe just a few weeks away, the GDC Vault has made Santiago's inspiring talk available to everyone.

Simply click the Play button above to start the video.

About the GDC Vault

In addition to all of this free content, the GDC Vault also offers more than 300 additional lecture videos and hundreds of slide collections from GDC 2012 for GDC Vault subscribers. GDC 2012 All Access pass holders already have full access to GDC Vault, and interested parties can apply for the individual subscription Beta via a GDC Vault inquiry form.

Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company. More information on this option is available via an online demonstration, and interested parties can send an email to Gillian Crowley. In addition, current subscribers with access issues can contact GDC Vault admins.

Be sure to keep an eye on GDC Vault for even more free content, as GDC organizers will also archive videos, audio, and slides from upcoming 2012 events like GDC Europe, GDC Online, and GDC China. To stay abreast of all the latest updates to GDC Vault, be sure to check out the news feed on the official GDC website, or subscribe to updates via Twitter, Facebook, or RSS.

Related Jobs

Sucker Punch Productions
Sucker Punch Productions — Bellevue, Washington, United States

Encounter Designer
Wevr — Venice, California, United States

Environment Artist
Sucker Punch Productions
Sucker Punch Productions — Bellevue, Washington, United States

QA Tester
Insomniac Games
Insomniac Games — Burbank, California, United States

Lead Level Designer

Loading Comments

loader image