Nov 5, 2016 · Creative reflection
Why Not? Failure and Choices in Original Game Design
Reflects on the constraints of funding, strategy, quality, and commercial expectations in original game projects.
This talk relies heavily on visuals and cannot be reconstructed from its brief headings alone. The full pages preserve project examples and MEET's two-phase timeline interaction, ending with design confidence, independent thought, and critical thinking.
All original presentation pages are included below. Text within images and video stills is unchanged. Titles and reading guides are translated into English; the full presentation text has not yet been translated.
Page directory · 26 pages


























Source: Why Not? Failure and Choices in Original Game Design (original presentation)
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