Wednesday, September 16, 2009

AGDC: Making an XBLA Game in 6 Months: A Splosion Man Postmortem

(Placeholder; full post coming when I get back to a PC.)

My final session of the day was "Making an XBLA Game in 6 Months: A Splosion Man Postmortem":

"Coming off the award-winning PC and Xbox Live Arcade title, THE MAW, Austin-based indie developer Twisted Pixel embarked on an unconventional XBLA title called SPLOSION MAN. In this in-depth postmortem, the lead programmer and lead designer look at how the splode-happy gameplay of the title evolved, including what went right and wrong during the project?s hyper-aggressive 6 month schedule, and lessons for indies wanting to make console downloadable games."

I'm a big fan of this game, so I was stoked to attend.

There were 4 full-time, 4 part-time people on the team for 6 months.

What went well: Iteration, Prototyping, Focus, Experience, and "One Level"

Iteration
They had the game playable
The entire game is playable in the tools

Prototyping
"Ugly and quick"

Focus
Had room for only one in the schedule, so they chose "polish".

For milestones, they put harsh internal deadlines that were independent of the publisher milestones.

They made tough cuts (from 75 to 50 levels) prioritized, and (if necessary) re-prioritized.

Experience
Folks on the team were experienced, and people responded to that experience, check egos, and be open to criticism.

"One Level"
(Basically the vertical slice)

What went wrong
[I'll update this soon.]

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