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Tuesday, August 16 • 14:30 - 15:30
That Wasn't My Idea! - Lessons and Challenges of a Live Game Designer

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Having worked on various live projects throughout a career, including last three years on DarkOrbit, which celebrates the 10th anniversary in 2016, I have a vast collection of practices for live games management. I will talk about managing player's expectations and innovating in extremely conservative player environment, and also describe the ways to deconstruct somebody else's design and start owning it. I would like also to talk ways to revitalize the "old" project, how to manage generation changes in design team, how to leave a good design heritage when working on a new game and how bug become features.

avatar for Sergey Pronin

Sergey Pronin

Lead Game Designer, Bigpoint GmbH
In his 10 years in the games industry Sergey has been working on projects, including Dozory (A game based on Night Watch IP by Sergei Lukyanenko), as a narrative designer and creative director. Currently Sergey is working as a Lead Designer on DarkOrbit action MMO at Bigpoint, Hamburg... Read More →

Tuesday August 16, 2016 14:30 - 15:30 CEST
Ch.2: Coconut Island Dock.One Cologne