The talk of Erik Simon, who is having a game project management company, adressed common project management issues in gaming industries. Unfortunately it seems that there was no learning process from general software development. He adressed the communication patterns between developers and publishers, but completely missed to differ between social & technical. Sorry, wrapped up the talk was not good, so was the content of the talk.
Kellee’s talk however was great. She motivated the design and story of Flower and showed a lineup of prototypes. Horribly interesting! First prototype was in Java, second in Flash. Then they moved on to XNA and PSN The way Flower developed is so strange … they tried virtually everything to be different, but actually many of the ideas have been dropped. For instance they tried to move by focus. Focus on an object and zoom in und swoosh you are there