Ricky spoke about working in a studio and how his studio creates games and comes up with ideas.

He described how his studio had a very anti-crunch workflow, and how roles are shared. It seemed like a much more productive way of working instead of forcing ideas and progress to be made when other ideas that could come to the team later and that would be better could be missed due to rushing.

He also touched on pitching and how we should think of a game in a series of moments and make sure to describe those moments, especially the most interesting ones, quickly.

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