In this GDC 2017 session, Plastic's Michal Staniszewski discusses Bound, a game that features a contemporary dancer in a procedural world inspired by demoscene and modern art movements.
Staniszewski showcases the iterative process behind the game, explaining how only 10 percent of the original design doc was implemented in the final product.
He focuses on instances when the ballerina character and procedural generation of the world were implemented, and how the outcome of those decisions were presented during emotional moments of the game.
It was an insightful talk that's still definitely worth watching, so developers shouldn't miss the opportunity to do so now that it's freely available on the official GDC YouTube channel!
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