So that was Develop.
To put it in a nutshell – or at least, what I remember that can be bounded by a nutshell:
strong ideas, building bands, Kirks and Picards, theatre, cultural studies, mise en scène, horror through constraint, good individuals versus great teams, cultural studies, importing the wrong ideas about movies, rather good chocolate cakes, putting many names to faces, impromptu One Life Left appearance, listening to children, being a good teacher, nuArgs, still needing to play Chain Factor, developers’ main hatred of Flash being its lack of IDE (and static typing), all games are alternate realities, feelies, importance of good user-testing, importance of realistic user-testing, input-behaviour-control, cybernetics as model for AI, de-emphasising behaviour in favour of farming out to concepts, fish and chips in a Hove park, sea air, 2K Boston’s virgin-hiring practices, Kotaku-headline meme, lists of fantasy movies, The Final Countdown on four-player Band Brothers DX, raspberry coffee.
As for my talk, it seemed to go pretty well and people were positive. I’ll try to get it up within the week. I’ve also got some notes from a few sessions I’d like to write up, because my web and design readers might enjoy them. Doing that might make sense of some of those notes.
Thanks to everybody who made it so memorable: it was a pleasure to meet you all.