Designing Procedural Stealth for Invisible Inc. - James Lantz - GDC2015
I have to admit, as much as I love this talk, I wasn’t initially sure about posting it here. One of my core requirements for this tumblr is that the talks should be timeless, and those are big shoes for a postmortem to fill. But as I was typing out my 140 characters to post this on my Twitter I realized maybe this talk is timeless. Not because of the game it’s about, or because of the very nice soliloquy James offers at the start on the nature of a post-mortem. It’s timeless because what they attempted with Invisible Inc. is one of the most unbelievably ambitious and terrifying design challenges I’ve seen in a long time, especially for a mid-budget game.
This talk is timeless because it’s a manual for how to proceed when you’re back is up against the wall — when all you have is an impossible problem and a team of geniuses. Essentially it’s a talk about how to solve problems like a spy — or an indie.













