I'm studying to become a "Bastard-in-Chief" aka a 'Games Producer'. :) I've been making Max Payne mods since 2002, and I'm also the administrator for the official Alan Wake forums.
Posted by Maddieman on Mar 26th, 2009 digg this super bookmark
Here are the tentative chapter headings for my long overdue Katana postmortem.
There's no ETA on this yet. It wont be a book or anything, but I hope to shed some light on how two guys who barely knew each other, dedicated their lives for almost 2.5 years on this (then) ambitious mod project. It also parallels my personal journey as an unknown hobbyist modder, to someone seriously moving towards games production as a career.
With that in mind, it'll probably take a production focus, looking at the things that went right, and the things that, in retrospect, didn't work out so well. This is not about dwelling the past -- the goal here is to give other people thinking about starting similar projects an idea of how this thing mushroomed from a modest demo; the work it required; and the problems that arose.
It will also give me a chance to reflect back on this project, which I believe is probably my most successful, in terms of quality, scope, and production method. Sometimes I find myself moving forward too quickly, that you forget where you came from. While Polar Paradise edges it on production (we had a schedule!!! and documentation!!!) the workload was (intentionally) MUCH smaller. It's also too recent -- so I'll save that one for another day.
I've not spoken to Shane in a while, so I've no idea yet if it'll represent his side of the story or not.
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When you say "Running a Marathon" do you mean a real marathon or a mod developing marathon... doesn't really matter, both are hard to do but I just the slightest bit curious
I mean metaphorically -- the final 6 months of post-production were very tiring. The mod was basically finished, but there was still tons of work to do, with literally hundreds of things to be tweaked, fixed, or optimised. Sometimes it felt like I'd "hit the wall" and thought it would never be finished.
Post-production is one of the most overlooked phases in game development, which is why I want to pay special attention to it.
EDIT: Just realised I had it as pre, instead of post-production - oops. :D