Alex1Powell Authors Damion Schubert, Zen Designer

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Late last night, I did a ranty thread where I talked about why game development is hard (and why that makes schedules hard to predict and things like crunch happen). The thread is below. This thread is some responses to my thread

/thread


Yes. AAA games are usually multiple miracles held together with


Not really. It's because what you're talking about is designing something with the artistic ambition of a hollywood blockbuster with the technical complexity of a space


No games ship without overtime. But Supergiant claims to have shipped Hades with relatively little crunch and forced vacations.


Not just the games themselves. The connective tissue between them and publisher SDKs, billing platforms, telemetry needs, and other connective tissue is getting exponentially more ridiculous as