Wednesday, November 28, 2007

Analyzing Mass Effect Cutting

Anyone who’s worked in the game industry for some time has been on a project that came in under the wire– so much so, in fact, that this is unfortunately many people’s exclusive experience with shipping games.

Aside from the obvious negative effect this has on our quality of life, and our desirability as an industry for the world’s best creative talent, the last-minute cuts and the seemingly heroic hacks show through in the shipping product as well.

Here are some elements to look for in determining how a game’s production went, from smooth sailing (mythical as that may be) to the worst bare-knuckle stress and drama.
How to Tell a Hard Landing, with Mass Effect

No comments: