Last week, we attended GDC to meet with press, publishers, platform holders, and generally represent Necrobarista. Of course, when you get a bunch of game developers in the same city together, a lot of shenanigans ensue, sometimes fun, sometimes useful, and oftentimes both.
It was a packed and productive week, and as a relatively young studio, one of the most important things we did at GDC was learn from the experience, so here’s a recap of some of the most important lessons we took away.
Continue reading “GDC 2017: lessons learned, and the state of visual novel development”