Design as a Guiding Development Principle, Part 2 with James Shepherd - IVGC+ Game Design: Advanced Level (Available until the 16th of February)
On this recording, James Shepherd concludes his advanced level talk, based on what he was discussing in Part 1. From teams of 1 to teams of 100. What are the key problems that can frustrate and undermine great development? Is there a process that can guarantee success and mitigate the key problems of development? In this talk we will look at design as a guiding principle across all disciplines, and a new model for development in 2025. Students will learn about. Team and inter-discipline work. Leaving equipped to grow their own team for success.
On this recording, James Shepherd concludes his advanced level talk, based on what he was discussing in Part 1. From teams of 1 to teams of 100. What are the key problems that can frustrate and undermine great development? Is there a process that can guarantee success and mitigate the key problems of development? In this talk we will look at design as a guiding principle across all disciplines, and a new model for development in 2025. Students will learn about. Team and inter-discipline work. Leaving equipped to grow their own team for success.
Your Instructor
James Shepherd is CEO of Cypherdelic, award winning creative executive. James has received Baftas and a Develop award for his outstanding executive work and has delivered multi-million selling products. As Head of the nDreams Studio, James was responsible for delivering cutting edge VR products, Ghostbusters: Rise of the Ghost Lord (PSVR2/ Quest 2-3), Synapse (PSVR2, 77% Metacritic), Fracked (PSVR and Meta Quest 2-3, 71% Metacritic, 88% Quest Score) and Far Cry: Dive into Insanity. (Location based shooter). Previously at Microsoft he ran the key Xbox One and Xbox live games community Upload, generating a 6.5 million user base, and over 10+ million views in the 12 months launch window. At Sony he had over 5 years’ experience as director of a multi-project development studio, releasing triple 'A' products on all PlayStation platforms, equally at home with production and creative issues; directing the vision and strategic planning on a diverse range of game and non-game projects such as Upload, Heavenly Sword (PS3, 1.6m units, 79% Metacritic), Play-TV, Killzone Mercenary (PSVIta, 78% Metacritic ) and LittleBigPlanet (PSP, 2.5m units, 87% Metacritic).