Developing 'Hi-Fi RUSH' Backwards and Finding Our Positive Gameplay Loop
In this session, Game Director John Johanas shares how the initial concept for Hi-Fi RUSH came to be. From there, he provides in-depth details into the development team's early learnings on approaching this type of rhythm-action title.
GDC returns to San Francisco in March 2025! For more information, be sure to visit our website and follow the #GDC2025 hashtag on social media.
Subscribe to the GDC newsletter and get regular updates via Facebook, Twitter, LinkedIn, or RSS.
Join the GDC mailing list: http://www.gdconf.com/subscribe
Follow GDC on Twitter: https://twitter.com/Official_GDC
GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.
Видео Developing 'Hi-Fi RUSH' Backwards and Finding Our Positive Gameplay Loop канала GDC
GDC returns to San Francisco in March 2025! For more information, be sure to visit our website and follow the #GDC2025 hashtag on social media.
Subscribe to the GDC newsletter and get regular updates via Facebook, Twitter, LinkedIn, or RSS.
Join the GDC mailing list: http://www.gdconf.com/subscribe
Follow GDC on Twitter: https://twitter.com/Official_GDC
GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.
Видео Developing 'Hi-Fi RUSH' Backwards and Finding Our Positive Gameplay Loop канала GDC
Показать
Комментарии отсутствуют
Информация о видео
Другие видео канала
Virtual Insanity: Meta AI on Assassin's Creed: OriginsThe Diary of a Modern PR Campaign: How to Plan Your Game's PromotionBlowing from the West: Simulating Wind in 'Ghost of Tsushima'Can We Do It with Particles?: VFX Learnings from 'Returnal'Creating the Soundscape of 'It Takes Two'Crafting A Tiny Open World: A Short Hike PostmortemAnimation Bootcamp: Bringing Life to the Machines of Horizon Zero DawnA Plague Tale Audio Design: Not Only SqueaksNext Level Creature Sound DesignA No-Nonsense Approach to Designing Horizon Zero Dawn's Robot DinosaursThe Art of Wonder Boy: The Dragon's Trap2017 Animation Bootcamp: Tricks of the TradeProcedural Grass in 'Ghost of Tsushima'Restoring the Forest: Capturing the Themes of 'Kena' Through VFXEmergent Storytelling Techniques in The SimsInertialization: High-Performance Animation Transitions in Gears of WarHonoring the Blade: Lethality and Combat Balance in 'Ghost of Tsushima'DOOM: Behind the MusicInteractive Wind and Vegetation in 'God of War'The Art of FAITH: Horror at 192x160 PixelsTake 'Control' of Animation