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Brian Hicks on game design

From PAX Online 2020 - Survival of the Fittest w/ Dean Hall & Brian Hicks · · RocketWerkz

“I think the brilliance of PUBG was recognizing these feelings that you know people will be like what are you doing DayZ for? It really took away a lot of those questions because you can just very easily explain to someone what happens.”

Brian Hicks
Senior Vice President of Product Management & Operations, PC CONNECTION INC
game designuser experiencesurvival games

On , Brian Hicks, Senior Vice President of Product Management & Operations at PC CONNECTION INC, spoke about game design during PAX Online 2020 - Survival of the Fittest w/ Dean Hall & Brian Hicks on RocketWerkz.

PAX Online 2020 - Survival of the Fittest w/ Dean Hall & Brian Hicks
Watch on YouTube at 15:30
PAX Online 2020 - Survival of the Fittest w/ Dean Hall & Brian Hicks
RocketWerkz
Watch on YouTube at 15:30
For the 2020 PAX Online Panel "Survival of the Fittest", Dean Hall & Brian Hicks sit down to discuss the origins, present landscape ...
Brian Hicks

About Brian Hicks

Senior Vice President of Product Management & Operations · PC CONNECTION INC

Brian Hicks, known for his work as creative director on *DayZ* and executive producer on *Icarus* at Rocketwerks, has discussed the challenges and design philosophy of survival games. In a September 2020 PAX Online panel with Dean Hall, Hicks stated that a major trap for survival games is scaling, and emphasized the importance of clearly defining a game's pillars and experience. He noted that *Icarus* aimed to give "real treatment to those core survival mechanics" and that the team had been "tracking really well" by sticking to milestones and testing assumptions. Hicks also reflected on *DayZ*'s development, saying that "it wasn't just about throwing money at the problem" but about getting experienced people, and that he considered being able to say "Thanks, I hate it" to identify mistakes as his most important role on a project. In earlier appearances, Hicks discussed technical and community aspects of game development. At a 2019 Elm conference, he gave a talk on designing good APIs for user interfaces, recommending a "with-star" pattern for view code. In a 2018 interview, he expressed regret over starting *DayZ*'s status reports, calling them stressful and demoralizing for contributors. He also stated that he would not remove third-person gameplay from *DayZ*, as it was "not our right to remove it," and suggested that starting every player with a radio and battery would improve player interaction. At E3 2015, Hicks announced plans for a single-player *DayZ* option and the public release of server-hosting tools upon the game's beta.

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