Build a better game faster by effectively distributing ownership

Video games are a collection of ideas, decisions, and experiments, most of which aren’t very good in the beginning. The faster a team can generate and weed out the good from the bad, the more efficiently the team can create a good game.

Most games centralize both idea generation and decision making, slowing the process substantially and dramatically increasing the cost of development. This talk will cover the principles that enable efficient distribution of the decision-experiment pipeline, and several case studies reinforcing it.

Speaker Bio

John is originally from Salt Lake City, Utah, USA, and has been working in tech my whole life. He wrote his first line of code at age 5, and built their first PC at 11. He’s been in games for over 20 years, working mostly in AAA pc and console games in production management. He’s worked for Disney, Crytek, Abstraction, and a few other smaller companies. In the last four years, he’s been consulting independently and also been part of several startups in various industries developing both SaaS solutions and hardware. He’s an avid scuba diver, and plays the guitar badly. He likes to cook, makes a decent cocktail, travels the world and enjoys discovering new places and things. As a true globetrotter, he’s lived in 6 countries (The USA, Colombia, Bolivia, Germany, France, The Netherlands), and speaks English, Spanish, and German. And last but not least, a happy father of 3 sons, ages 15, 12, and 3, and a yorkshire terrier named Cinnamon.