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Speaking at GDC Europe 2014, Monument Valley lead designer Ken Wong talks about how being embedded in a UX studio led ustwo games to create a puzzle game that looks like a series of M.C. Escher paintings.
September 10, 2014
Developers, how do you make your next project stand out in an increasingly crowded mobile game market? One solution might be to make your game as little like a "traditional" mobile game as possible. Speaking at GDC Europe 2014, Monument Valley lead designer Ken Wong reveals how the impossible art of M.C. Escher and being embedded in a UX studio led ustwo games to create a unique, highly successful mobile game in which every screen was a piece of art. He also discusses how rethinking games as user experiences inspired the team to trade challenging puzzles for an aesthetic journey, and why keeping that journey short but sublime won the game new audiences. It's a design-centric talk worth watching for all developers, regardless of whether you're interested in the mobile game market. The free video (embedded above) of 'Designing Monument Valley: Less Game, More Experience' is now available to watch here on the GDC Vault.
In addition to this presentation, the GDC Vault offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers. Those who purchased All Access passes to recent events like GDC, GDC Europe, and GDC Next already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. 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 by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support. Gamasutra and GDC are sibling organizations under parent UBM Tech
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