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Volition's Scott Phillips discusses the initial tonal and creative boundaries for Saint's Row: The Third and explains the processes used to iterate and improve on the game.

November 15, 2018

1 Min Read

In this GDC 2012 session, Volition's Scott Phillips discusses the initial tonal and creative boundaries for Saint's Row: The Third and explains the processes used to iterate and improve on the massive open world game.

Phillips goes over some features that didn't make it into the final game and why, and also showcases which processes were improved during the middle of development, providing an inside look at how a game as over the top as Saints Row gets made.

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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In addition to this presentation, the GDC Vault and its accompanying YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC or VRDC already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.

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