In early 2011, Klei Entertainment began working on a little game that would go on to achieve outsized success: the single-player (at least intially) wilderness survival game Don't Starve.
In a talk at GDC 2014, Klei's Kevin Forbes related how the game was conceived in the studio's inaugural game game jam, and developed differently from all of its previous console games.
Having worked successfully with traditional publishers for previous console titles, Klei chose to experiment with a rapid development process on Don't Starve that was tightly bound to (and thereby helped foster) a burgeoning community of fans for the game.
Forbes went on to share what Klei learned from that experiment, and how fellow developers can apply those lessons to their own projects -- especially those that seem potentially polarizing or chiefly appealing to niche audiences.
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