Showing posts with label crunch. Show all posts
Showing posts with label crunch. Show all posts

Tuesday, November 12, 2013

Crunch! (part 2)

This the second part of an article talking about crunch, where I give my opinions and share my experiences with regards to that subject, and try to explain the origins of my very cynical point of view. It was all sparked with a very unfortunate twit from the Ryse guys and in the first part I share some of my early experiences which hopefully explain my currently cynical way of looking at this subject. During this second part, in order to avoid problems with NDAs and so on, I'll try to stick to talking about generic stuff rather than focusing on a concrete experience. I'll try to compile a set of things I'd like to see and I think should be avoided by managers and game directors when dealing with this sort of issues. All of this is based on my personal experience throughout my whole career, not on a single project.

There was some controversy with Rayman Legends' team working overtime only to get the game delayed

Sunday, October 27, 2013

Crunch! (part 1)

It's been quite a while since my last post. The title of this post explains why. I had to crunch for most of the first 7 months of the year. And then I took some holidays a little and intense work-for-hire time, and finally went back to work on my own project, on Super Toy Cars. I suppose I could've come back earlier, but I was too tired and probably didn't have something I itched to talk about. I'll try to come back to the habit of writing an article every 1-2 weeks. I'll try to discuss some of the design decissions on Super Toy Cars, some technical challenges and solutions, maybe sometimes just post images of the game for the sake of it and, of course, will visit topics I believe are controversial and I have a strong opinion of.

Ryse: Son of Rome