Filed under: Fantasy, Game Mechanics, MMO Industry, News Items, Dev Diaries, Steampunk, Buy-to-Play
Guns of Icarus fan, an indie fan, or just a gamer interested in the creative process, you should take a few minutes to read the ongoing dev diary from Muse CEO Howard Tsao and co-authors Eric Chung and Tim Doolen at Gamasutra. Part two was published this morning, and it tackles the dev team's development struggles in the aftermath of part one's publisher debacle.
"Designs on paper are rarely any good until they're tested in some form," Tsao says. "Ultimately, everything begins with low fidelity (cards, dice, paper, and role play) prototypes but sometimes jumping straight into digital prototypes is required. At the time, it was important to move fast and find results quickly and in this it case meant one person going from ideation, designing interaction flow, to digital prototype. A combination of flexible responsibility, knowledge, and Unity's low barrier to entry made it possible."
Guns of Icarus postmortem on post-publisher challenges originally appeared on Massively on Mon, 19 May 2014 14:00:00 EST. Please see our terms for use of feeds.
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