We've learned, we've grown, and we hope you'll find something for yourself in this story as well. It took three and a half years to make Bulletstorm. Obviously there's not enough space to talk about them all, so this article is a very subjective selection, mostly filtered through the design side. Ten thousand things went right and ten thousand things went wrong during the production of Bulletstorm. What could go wrong if your first project is an unassuming old-school PC shooter, and your second project is a big, multiplatform AAA title? Why would things be different if you grew from 15 to 70 employees in a couple of years? How does it feel to go from e-mail interviews to standing in front of the entire world as it watches your live E3 presentation?
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