CHRIS AVELLONE
Freelance, working on three projects
Track: Design
Talk:
“Cautionary Tales and (More) Design Lessons Learned
This presentation outlines a series of design lessons accumulated through mistake and error (and a little success), all with the intention of helping developers and designers avoid the same mistakes and, hopefully, improve the overall quality of one’s games. From early foundations in school to managing scope on company projects, this presentation runs through a series of topics that may help the workflow and quality of a game you’re working on now. And if there’s something you’re curious about, we’ll fight to leave time for questions as well!
Take Aways:
- Managerial development advice (details on managing upwards and downwards in a dev team).
- Discussion of good/bad practices for game scoping and how to manage it to improve the quality of the game.
- What it’s like to apply design methodologies to a game that’s already designed (the System Shock 1 Reboot will be used as an example, along with other games in my career).
Short bio: Chris started his career at Interplay’s Black Isle Studios division and worked on Planescape: Torment, Fallout 2, the Icewind Dale series, Dark Alliance, Knights of the Old Republic II, Neverwinter Nights 2, Mask of the Betrayer, Alpha Protocol, Fallout: New Vegas, FNV DLC: Dead Money, Old World Blues, Lonesome Road, and South Park. His more recent work includes Wasteland 2, FTL: Advanced Edition, Pillars of Eternity, and Torment: Tides of Numenera. He is currently working on Prey with Arkane Studios, Divinity: Original Sin II by Larian Studios, and is part of the successful Kickstarter reboot of System Shock with Night Dive Studios.