Develop:Brighton takes place over 3 days every July at the Doubletree by Hilton Brighton Metropole.
Develop:Brighton is the only event in the UK that brings the entire game-making industry together - from global superstars to micro indies, to learn from each other, share ideas and experiences, network and do business in a friendly and inclusive environment.
With a programme shaped by some of the industry's key figures, the conference touches all levels of the development community from the largest studios to micro indies.
Taking place alongside the conference, the Develop:Star Awards recognise the very best of the game development community. The achievements of developers and success of great games and creativity will be celebrated across 20+ categories including the ultimate ‘Develop Star’ Awards.
No game designer came up with a procedural universe with massive alien planets for us to explore forever. Every planet has a cordinate. Sean is amazing game creator.
49:16 - When the Legendary Hero takes breath to deliver the ONE message he can offer: "We were driven by: *meek...squeeek...kreeek...!" thanks technology! xD
It's such a shame Jason has used interviews to fabricate stories so many times over the years, claiming Rebellion handled Atari Lynx AVP, no that was the work of Karl Jeffery and Images Software.. That he coded Atari 400/800 Star Raiders, no that was the work of Doug Neubauer. That he and his brother Chris, came up with the 3 separate species campaigns and FPS viewpoint for Jaguar AVP no, these were concepts Producer (on both titles) James 'Purple' Hampton took with him from the Lynx AVP game to the Jaguar one
Very cool; thanks to the Conference for sharing. Reminds me of Stan Lee and John Buscema making the first Marvel comics. As a proactive American he might've been surprised how many Q&A questions were about his regrets / would do differently! I wonder where their food came from apart from pizza... and what music was played in the studio? (Guessing heavy metal!) Clever question about mental health though; employers now drumming on about it when 30 years ago they didn't consider it. Luckily in this case they didn't need to 🙂
This was fantastic, Erol. I wished I'd had this earlier in my career. I would have been able to avoid some serious missteps as well as help ADs spell things out more clearly. ONE QUESTION: What is a reasonable amount of time (needing to budget this) to allow to create that initial ART BIBLE? I know it'll change over time, but if I need to get a project greenlit, I'd like to have a range that I can discuss up the chain of command.
Hi @BeyondTheProcess (Shane?), that is the million dollar question... ; ) It rather depends on the scope of the project - for a couple of week mini-projects (they do happen!), I'd still invest at least half a day in getting some form or rudimentary thinking down in a style guide (it becomes even more important to make sure everyone is aligned when there is little room for manoeuvre). For a multi-year, AAA project I'd probably be looking for 2 weeks of uninterrupted thinking time to flesh out the core concept with the other directors, then maybe another 2 to work with the individual discipline heads to work out what the vision might mean for characters, animation et al. Then make sure there is dedicated time to 'keep it true' - as someone else has rightly pointed out, if there is neither sufficient time or discipline to keep it relevant "things fall apart; the centre cannot hold, mere anarchy is loosed upon the world" & all that jazz... Also worth mentioning that getting a month of uninterrupted prep time is always going to be a tad challenging 😉
@@erolkentli378This is so true. Grabbing time on a AAA title to create the ART BIBLE was difficult...and without any real guidance, I admittedly floundered on what the expectations were. I think the lesson for me was to have stated things more simply and get to the VISUAL TARGET (V-TAR_ of what the actual game would look like which I did not allow nearly enough time for. One doesn't know what they don't know. Live and learn. But now I feel better armed. Thank you. 🤘
The problem with "live ship and patch it later" is that it has actually lowered, if not destroyed the bar on quality. companies will just ship broken games now because they know consumers will still pay them for it. Even those broken games still went through crunch periods just to get them to their sorry release state. It's been a disaster.
29:10 Ooh, Cakewalk 3.0. That UI looks so familiar. I must have had some pirated version of that back in the good old days. 32:00 Dog Gamnit! I never realized the Pre-Order Ultimate Epic Edition scam has its roots all they way down here 🤣
Why did he censor all the nazi symbols? Anyone watching this has probably played the game. They’re not celebration of them. Even Germany understands this. 35:44 *Software Creations BBS. Hyperthymesia huh? 🤔
To my knowledge, they are still illegal in certain parts of the world and considered distasteful by other people. Mr. Romero is typically paid for these events and could have done this either to comply with a contract or to simply avoid any negative feelings about something that adds nothing to his presentation. Also, consider that these presentations are becoming something of a biography rather than some gamers reliving the good old days.
@@MrKent481 Yes, I'm aware of those considerations, but nonetheless that's what the game is. You're storming a nazi castle, not the land of puppy dogs & ice cream. You can display distasteful things without endorsing them, so censorship isn't needed. We're all adults here. That part of the world you mention IS Germany &, as I said, they already exclude them from illegality in certain media including games.
@@NinjaRunningWildthat may be what the game is but it doesn't change the fact they're illegal in ANY context in some places. The people who organize these know they're going to be streaming worldwide so they don't want to inadvertently get someone in legal trouble
@@NinjaRunningWildCan't show the video in Germany otherwise, so they blur the swastikas and it's all good. If it bothers you then do a google image search and you'll see them as if they never went anywhere :)
@@NinjaRunningWildand which one was so popular that everyone started making FPS? FP games at the time were a niche genre, now they're mainstream standard
Sean saying people's.... wrong expectations on what the game would be and he uses multiplayer as an example, when he constantly kept saying that multiplayer was in the game.... like I'm confused by his answer here.
@asedcopf Are you suggesting that it's in the best interests of minorities to be excluded, because they are targeted by predators if they're included?
I was amongst the people who enjoyed the game at launch. It’s better now of course, but even the release version i found very relaxing and enjoyable, and worth the money. I thought the hate for NMS was the result of many many people misunderstanding what the game was made to do. No game is made for everyone, especially new or unique or more artistic types of games. NMS wasn’t designed to be a fast-paced action game, it wasn’t a strategy game, etc. Which, for people who wanted it to be one of those things, left people with disappointed expectations. Personally I approached it fully on its own terms, and for that reason i have always enjoyed it.
Without multiplayer, the ganes going backwords and is why ill never play this game, they took a decent games and eliminated one of the best parts. Without multiplayer the games dead
One thing I love about this comeback is that they had a dream and it seemed like it was impossible but they've actually managed to deliver almost everything they promised at the beginning. It shows that whilst they bit off more than they could chew they actually had the people and the talent to do it, it just took them a few years longer. 👍