![]() ![]() ![]() There’s always lot of conflict that arises through that I’ll have a story idea and somebody else will have a gameplay idea, and they might be conflicting. “It’s never a case where things get developed in a vacuum from each other. “We have a creative collective that is a group of people who each represent a different discipline of development, and we make sure that we’re all deeply satisfied with the project we’re doing together at all times,” Matthies explains. New Order was formed by the same process that worked for many earlier Starbreeze games. Many of the team members, Matthies included, once formed the core of Starbreeze Studios during the creative heyday that birthed The Chronicles of Riddick: Escape from Butcher Bay. “What would be the most horrible thing he could put you through?”The disconnect speaks to the way modern game development processes are typically structured, but Machine Games took an unusual approach.
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