Developers, how do you make your next project stand out in an increasingly crowded mobile game market?
One solution might be to make your game as little like a "traditional" mobile game as possible. Speaking at GDC Europe 2014, Monument Valley lead designer Ken Wong reveals how the impossible art of M.C. Escher and being embedded in a UX studio led ustwo games to create a unique, highly successful mobile game in which every screen was a piece of art.
He also discusses how rethinking games as user experiences inspired the team to trade challenging puzzles for an aesthetic journey, and why keeping that journey short but sublime won the game new audiences.
It's a design-centric talk worth watching for all developers, regardless of whether you're interested in the mobile game market. The free video (embedded above) of 'Designing Monument Valley: Less Game, More Experience' is now available to watch here on the GDC Vault.
Video: Designing Monument Valley to be an experience, not a game
Speaking at GDC Europe 2014, Monument Valley lead designer Ken Wong talks about how being embedded in a UX studio led ustwo games to create a puzzle game that looks like a series of M.C. Escher paintings.