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5:06PM

GDC 2013: Lost Orbit and Finding All Audiences

ne of the greatest challenges in game design involves designing titles that successfully cater to everyone. If a game seems too simplistic, veteran gamers may dismiss it entirely. If it’s too difficult, you lose another potential audience of would-be players, therefore robbing more individuals of an experience they could have had otherwise.

The Canada-based studio PixelNAUTS aspires to conquer this challenge while designing Lost Orbit, their newly announced title which they’ve been developing in the past two months.

“The hardest challenge is getting something that feels good,” designer Alex Golebiowski told me. “Above all else, that’s what you have to get right first.”

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