My speech proposal for GDC was accepted this week! "Dirty Deeds Done Dirt Cheap: Design Lessons Learned from Rock Band" is what I'm delivering, and it's war story retelling under the lens of how to ship awesome games in no time and less resources.
First step: Celebration
Second step: Abject terror about talking in front of hundreds of peers
After a conversation with some friends, I realised that there a bunch of pitfalls that I need to avoid - for example, less talking about standard things like "more resources needed/Top 10 of x/scrum is great" and more talking about interesting stories and lessons that nobody else would be talking about.
So, I'm opening it up to both of the people who read this blog: what are the kinds of things that you'd like to hear in a design speech about Rock Band? And what are the things you hope to never hear at a GDC speech ever again?