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Antichamber: An Overnight Success, Seven Years In The Making

GDC Festival of Gaming

555K subscribers • 54 videos on Hallway • Conference channel

YouTube
  • Recommended by 2 people: 2 on Hacker News.
  • Presented by Alexander Bruce, creator of Antichamber
  • May be out of date. Uploaded 11 years ago, in an area where tools change fast.

Beginner. No background in the topic needed.

128K views11 years ago2 recommendations

Game developmentCareers and interviewsGame designPostmortems and making-of

Alexander Bruce shares the psychological and design journey of spending seven years developing the indie game Antichamber.

When Antichamber was released at the beginning of 2013, it became an instant critical and financial success, but the journey to getting there was as much of a psychological challenge as the game itself. In this talk, Alexander Bruce looks back at the entire history of the game, as he went from working alone in a bedroom to flying around the world and landing on the IGF stage in 2012.

Why it's here

2 people recommend this

What people say. Recommended as an honest and emotional look at the intense psychological toll and dedication required for solo indie game development.

scrollawayon Hacker News • Recommends

On “Why I Write Games in C”

You'd be surprised. There's a GDC talk about Antichamber from a couple years ago (I really recommend watching it) which explains the amount of time that was invested into the game. Antichamber was a 7 year long hack on Unreal Engine, it's really not a drop-in game. link to this video

Cpollon Hacker News • Recommends

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No, they are exactly the same. It's hard to find a GDC talk on Youtube where the creator of a game doesn't get teared up talking about the despair and elation they felt slaving over their game for four years. Try this one: link to this video I also firmly believe there are games that won't be forgotten in a few decades.

abetuskon Hacker News • Mentions

On “How do you make an addictive video game?”

Ultimately pretty shallow. This is more an exploration of how it feels to make a "sticky" game rather than how to actually make a sticky game. I certainly don't have any expertise or deep insight but I will say that one of the best videos I've seen on this is "The art of screenshake" by J. Nijman of Vlambeer 0. There, he walks through what's a very basic 2d sidescroller shooter and adds in effects until it looks like an actual fun game. The idea being that layering feedback and effects so that every aspect of the game becomes more fun to play. It sounds like this podcast was focusing more on Hearthstone and Marvel Snap, both games which I haven't played but are more strategy and luck orien…