GDC2013Header.jpg Game Developer’s Conference (GDC) is the world’s largest and longest-running gaming professionals industry event. The conference contains 400 lectures, panels, tutorials and round-table discussions on a comprehensive selection of game development topics taught by leading industry experts. GDC 2013 begins March 25th and lasts March 29th.

This year, FTL: Faster Than Light will have a postmortem, focusing on the development, release, and post-release of the game. The summary can be found below. We would like to ask, is there any elements or details of this session that you would be interested in getting more information about? How about any questions that you would like answered? Let us know in the comments: we will be attending this session, and can help gather the answers you seek! 

Designing Without a Pitch - FTL: Faster Than Light Postmortem

Gaze of the Basilisk Win Moment
The creation of FTL: Faster Than Light began with the desire to experience what it would feel like to be the captain of a starship. Many games have focused on space battles, but few games have focused on what happens in the ship itself. The player experience was the primary goal; gameplay structures, mechanics, and genre were all secondary. By focusing on a high-level goal of experiencing a singular feeling, and developing it with minimal preconceptions about FTL's gameplay, Subset Games was allowed to frequently alter or abandon aspects of its design, which eventually led to the game we know today. Matthew Davis and Justin Ma will share their creative process as they take you step by step, from concept to crowdfunding to release.

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