Dungeon Siege Post-Mortem at Gama Sutra
Dungeon Siege Post-Mortem at Gama Sutra
Editorial - posted by Mistress on Fri 20 December 2002, 01:58:56
Tags: Dungeon SiegeGamaSutra have posted a post-mortem on Dungeon Siege.
The Post-mortem discusses what went right and wrong in the development of Dungeon Siege, from the perspective of Bartosz Kijanka, tech lead on the game.
"From very early in the project we had a flexible effects system that was only marginally used because we were short of people, so not many assets took advantage of it. Late into the game's development, the art was already quite far along when we had an additional and surprising growth spurt. Eric Tams, our overworked content engineer, went ballistic and added so many special-effects embellishments that we were, quite frankly, astonished. Suddenly, the effects system was working overtime as swords were flaming, staffs were sparking, and so many other things we don't have names for were happening. It was a nice surprise, and one example among many of team members working with inspiration to make a difference. This sort of inspiration really helped the game evolve on all fronts."One thing I will say about this game - with all the effects etc, it really is very pretty...
"Instant messaging works very well in conjunction with formal e-mails and semiformal phone calls. It allows us to direct without offending anyone and is more efficient than waiting in line to speak to someone. If it's not a good time, the recipient of your message can simply ignore your request until his or her next convenience. Instant messaging had such a positive impact on our work that I can't imagine ever working without it."Go instant messaging! Go!
"A wise person once said that your passion can become your prison. We were so passionate about making Dungeon Siege that we completely lost ourselves in its creation. Having a tremendous desire to succeed is a noble trait, but being unable to reconcile that desire with the actual cost of attaining your goal is not. It's difficult to be critical of ourselves when we all cared so deeply about the game and worked so very hard to build it. But we must remember that we make games. We are toy makers, and we have a responsibility to our own humanity as well as to our trade. We must strive to live balanced and enriched lives so that we may always have inspiration from which to draw."Deep, man...
Go, read! But remember, you have to make an account at GamaSutra to read, luckily its free and not particularly time consuming.
Spotted over at HomeLan Fed
The Post-mortem discusses what went right and wrong in the development of Dungeon Siege, from the perspective of Bartosz Kijanka, tech lead on the game.
"From very early in the project we had a flexible effects system that was only marginally used because we were short of people, so not many assets took advantage of it. Late into the game's development, the art was already quite far along when we had an additional and surprising growth spurt. Eric Tams, our overworked content engineer, went ballistic and added so many special-effects embellishments that we were, quite frankly, astonished. Suddenly, the effects system was working overtime as swords were flaming, staffs were sparking, and so many other things we don't have names for were happening. It was a nice surprise, and one example among many of team members working with inspiration to make a difference. This sort of inspiration really helped the game evolve on all fronts."
"Instant messaging works very well in conjunction with formal e-mails and semiformal phone calls. It allows us to direct without offending anyone and is more efficient than waiting in line to speak to someone. If it's not a good time, the recipient of your message can simply ignore your request until his or her next convenience. Instant messaging had such a positive impact on our work that I can't imagine ever working without it."
"A wise person once said that your passion can become your prison. We were so passionate about making Dungeon Siege that we completely lost ourselves in its creation. Having a tremendous desire to succeed is a noble trait, but being unable to reconcile that desire with the actual cost of attaining your goal is not. It's difficult to be critical of ourselves when we all cared so deeply about the game and worked so very hard to build it. But we must remember that we make games. We are toy makers, and we have a responsibility to our own humanity as well as to our trade. We must strive to live balanced and enriched lives so that we may always have inspiration from which to draw."
Go, read! But remember, you have to make an account at GamaSutra to read, luckily its free and not particularly time consuming.
Spotted over at HomeLan Fed
There are 0 comments on Dungeon Siege Post-Mortem at Gama Sutra