This game developers is a conference week, and you know what that means: developers talk about difficult tasks in making games and offer advice to avoid defects that even surrounded high -selling grasses. One such thing this year was the Aero Head CCO Johan Pilesteet panel “Holders 2: Electric Grip in a bottle”, which showed the wildly successful launch of the cope shooter last year.
Haldures 2 were a breakout hit, but as Pilstit recalled, it was also a long and difficult production of delays due to poor planning. Ironically, the real idea for the sequel was that in the first days before the Heldors, such a more complex production cycle was tested by aero head.
“We were throwing around some ideas, and then we became a little careful because before that we have been burned, which are a bit complicated for which we are capable, and then it is reduced,” said Pilistate.
“So we said, ‘It will be easier. We can probably do it in four years.”
As we all know, it didn’t take four years. According to Pilestad, the last television was seven years, 11 months and 26 days. Did it take so long? Pilestate brought it to a number of factors, such as the challenge of expanding the studio, which also made a game, but it indicated a preliminary error that prompted Heldors to 2: Bouncing pre -production.
“We already knew where the game was about to go and went straight into production – it was really, really, really, really bad,” said Pilestate. “Always do your homework before spending millions and millions and millions of dollars in making a game.”
We hear a lot of thrown word “pre -production” in relation to the development of the game, but this principle applies to any work. It is always better to know what you want to make – not only in theory, but also its specific form – before investing too much time, effort and money. Pre -production is equivalent to bouncing like a roast chicken making a whole grocery cart components, then decide on half a way through cooking that you really want a stack. Time was wasted, and millions of dollars were thrown into the chicken breast.
Of course, games often change the course during development even after going through production, but the idea is to lock the scope and minimize tectonic shifts in the creative direction. This is much easier than working when the tastes of the gamers changed with the air, but during its conversation it comes to the heart of another point: developers need to worry less about taking more risk and pursuing trends.