À propos de la séance
If we don’t fix the story and the combat before launch, we lose ten points on Metacritic.” That was a real message to a real studio, months from ship. Every studio head in this room has received one like it.
Story problems surface late. They’re built in early. Every game’s story reduces to one sentence: a hero wants something badly and has a hard time getting it. Each part of that sentence gets locked at a milestone: concept sets the hero, pre-production sets the want, production sets the obstacles. By alpha, the concrete has set, and nobody in the building remembers deciding.
This talk shows leadership how to read the sentence while it’s still wet. Not a writer’s job; the writer isn’t holding the hose. A 20-minute practice for producers and directors, with examples from 40+ shipped titles, that fits inside milestones you’ve already scheduled.