Date: Friday 1st September
“Faster! Worse!” This is something I often tell my game and narrative designers early on in the process. Preciousness of your work, siloing, and deep-diving are antagonists of rapid iteration and collaboration. The faster you can get something out there to talk about, the faster you can get all roles aligned and turn yourself in the right direction. I’ll use specific examples, documents, and templates from actual PikPok games, showing samples at various stages of iteration. I’ll go over practical advice and specific techniques to free yourself from the shackles of perfection and get projects rolling with speed and shared vision.
About the speaker
Rick helped originate the Design Manager role at PikPok, and founded and grew their narrative team. A prolific speaker, Rick has presented at PAX, Big Screen Symposium, GenCon, Dramatists Guild, artistic workshops, game dev meetups, and most NZ universities. Rick was a keynote speaker at FINS, New Zealand’s first games narrative conference. But even in design and narrative, Rick’s work is mostly about people – helping them connect, care, and collaborate.