- Jan 21, 2006
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i thought this article by Roman Lembersky was good. it talks about project
management in the video game industry. i'm not sure what title he worked on.
http://www.gamedev.net/referen.../features/StartupSins/
"The 7 Deadly Sins of Startup Companies "
"Buy That Engine!
Probably one of the more annoying things was that our programmers were working on an engine from scratch, because in their college days they found they could make one in a few months. The engine was in development for roughly two and a half years and there was very little to show for it. Not to mention the backup idea was to sell the engine if the game didn?t work out; no one ever mentioned that they had to compete with a huge array of other professionally-built engines. I believe, to this day, we could have actually finished something if we had a pre-made engine that they invested some of their money into, and used that to build on top of. Believe it or not, for the year and a half that we sat there working on the artwork, on the animation, and on all the artistic creative aspects of the game, our programmers sat working on an engine. They didn?t even touch the basic mechanics of the game. Our character can be imported, it can run, and it can move, but it can?t attack, it couldn?t interact with anything; it was an empty, void world. "
http://www.gamasutra.com/view/...ry_2_looking_back_.php
"Beyond Far Cry 2: Looking Back, Moving Forward"
"Narrative designer Patrick Redding and the team behind Far Cry 2 at Ubisoft Montreal have worked for several years to produce a game that operates outside of the strictures of genre -- in fact, to deliver a game that operates outside of the strictures of expectation, period.
With great attention paid to dynamic gameplay systems and expansive design, the game has won plaudits from many progressive-minded gamers, but has not satisfied all audiences.
Here, Redding looks back at what the team learned over the course of its three-year development cycle, reflects on current industry trends that informed its development and those that will affect development in the future.
As he moves from this project into a new, unnamed and unannounced inheritor to its innovative design at the Ubisoft Montreal studio, Redding takes the time to reflect on what the team truly accomplished. "