Originally presented – October 8 2019
Objects in Space released in March this year, three and a half years after its initial expected release date of late 2015. The game was the largest project Flat Earth Games had ever undertaken, and while the concept was likely going to blow out right from the beginning based on the concept alone, there were several key points throughout development where the team made decisions which would compound the workload and cause chaos and distress throughout development.
In this talk, Lead Designer Leigh Harris will be showing the process of scope creep through an ever-expanding flow chart.
The chart will begin with the game’s core pillars, and slide by slide new elements will be added showing the decisions which were made, dependencies which were created and HUGE interconnected nature of every feature to reveal a gigantic maze of every feature needed to get this mammoth game over the line.
The end result will be a massive infographic of decisions made during development which led to a team needing to refinance four and a half times to get our dream game made.
About the Speaker
Leigh co-founded Flat Earth Games with his sister Elissa and has been its Lead Designer (Objects in Space, Metrocide, TownCraft) for the past 8 years. Recently, he has taken on a new role as the Senior Game Designer at Wargaming Sydney.
His award-winning games span multiple genres, and include an IGF Finalist at GDC and a PAX Australia Indie Showcase Winner. His passion has always been games design systems and narratives, and he’s worked in and around games his entire career, from PR manager (Rockstar Games) to freelance journalist (PC Powerplay, HYPER, Good Game, The Guardian) to founding editor (MCV Pacific) to game design teacher (Academy of Interactive Entertainment).
He has a unique breadth of experience in the games industry in Australia, and approaches games with a holistic perspective as a result.