"The further you go away from what is commercially viable, the more the onus is on you to pull the game back in to being something the market can support."- Alexander Bruce, speaking about the value of iteration in experimental game design during GDC 2014. During GDC 2014 indie developer Alexander Bruce spoke very candidly about how -- and, more importantly, why -- he went about iterating and polishing his IGF Award-winning game Antichamber over three years to transform it from an experimental Unreal Tournament 3 mod into a remarkably successful standalone title. Bruce also detailed how that time was spent testing and iterating on the game's design, the price he paid to do so, and what other developers can learn from his experience during his presentation, which was recorded for archiving in the GDC Vault. We've gone ahead and embedded the free video of "Antichamber: Three Years of Hardcore Iteration" above, but you can also watch it here on the GDC Vault.
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Video: What 3 years of hardcore iteration on Antichamber looks like
Indie developer Alexander Bruce breaks down his iterative approach to polishing Antichamber and shares what he learned from it during a postmortem talk at GDC 2014.