CHAPTER THIRTY Your Game Will Probably Have a Client

DOI: 10.1201/b22101-30

FIGURE30.1

Form follows function.

—Louis Sullivan, architect

Form follows fun.

—Susannah Rosenthal, toy designer

Form follows funding.

—Bran Ferren, realist

Who Cares What the Client Thinks?

In a perfect world, you, as a game designer, would only have to worry about pleasing two groups of people: (1) your team and (2) your players.

But this is not a perfect world, and in most cases, there is someone else you have to think about: your client.

Sometimes this client is a game publisher, sometimes it is a media company that holds the rights to a popular franchise, ...

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