Giovanni Beltran
I'm game developer and co-founder of Team Vultures, an indie studio based in Bogotá, Colombia.
I've been building games independently since 2018, working across custom consoles, experimental projects, and board games before co-founding Team Vultures in 2023.
I co-directed development on Vultures - Scavengers of Death, a turn-based tactics and survival horror game built in Godot with a PS1-inspired low-poly style, shipped commercially after several years of production.
Session
Preproduction should be the space where you experiment with mechanics and figure out what game you're actually building. But if you never stop throwing out new ideas, you can get stuck exploring forever without ever locking anything down. However, finishing it with a lot of "we'll figure out later," and not measuring the impact of changing mechanics or levels during production, can be risky.
This talk breaks down what rushing preproduction actually cost Vultures - Scavengers of Death.