Prototypes make excellent "tools for thinking." That's just one of the lessons The Unfinished Swan
taught Giant Sparrow creative director Ian Dallas.
In this free GDC 2013 video, courtesy of the GDC Vault
, Dallas recalls what he learned while studying at USC, and what he wish he knew while he was making the PlayStation Network game.
Session Name: The Unfinished Swan
: From Student Prototype to Commercial Game
Track / Format:
GDC Education Summit
This is the life story of our company and our first game, The Unfinished Swan
, which we released in October for the PlayStation 3. We'll talk about how we took a graduate student prototype, submitted it to festivals, negotiated a publishing contract with Sony, and spent the next 3 years figuring out how to make our game and run our company, which grew from a team of 2 to 12 by the time we shipped. Many mistakes were made, some lessons were learned, all will be revealed.
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