Learning Game Design™

Working in the game industry… and still learning.

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Archive for May, 2009

The Job #3: Crunches, Scheduling

work

Developing games isn’t an exact science. It requires pain and iteration to make a good game and very rarely it’s a slam dunk from the beginning. Especially with new IP, the growing pains can be immense, but should be expected.

Here’s a brief article about the bane of professional game development and some ideas that can start bringing in the remedy.

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Burnout Paradise – Ultimate Box

paradise

Originally, I didn’t really pay much attention to Burnout Paradise. I tried the demo briefly and left it at that. During that time of absence, Criterion added all kinds of content to the game, making it better and when the Ultimate Box came out at a nice price, there was no reason for me not to jump in.

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