Alvaro Vazquez de la Torre's Blog
Looks like it's about time for me to start sharing some of the knowledge (I think) I've got in this videogame development life which started back in 1999.
Hopefully it'll be relevant for your work. My intention is to make the industry a little better if possible, and ensure that the new generations of developers make bigger and better games!
Since it's been around for a longer time than videogames, let's rip off experiences from the Cinema history and make our industry better!
Real-world design is not how is depicted in books. Most of the time you need to deal with company politics trying to make the best design possible. This post intends to provide some examples and advices to help you navigate through different team dynamics
Changing the project leads midway through the development is always traumatic for the team. But could we find the safest way to deal with it?
Working remotely with external groups can be extremely time consuming and conflicting. Here are some recommmendations based on my personal experiences to ease the pain.
Alvaro Vazquez de la Torre's Comments
[News - 05/31/2016 - 02:43]
In the Uncharted 4 credits ...
In the Uncharted 4 credits I spotted around 20 outsourcing companies. I don 't believe there were no producers in this area to control the communication and the expenses.
[Blog - 02/24/2015 - 01:54]
I can actually confirm that ...
I can actually confirm that the motto of just drop anything on the engine and we 'll make it fun through iteration doesn 't necessarily work on the PC scene either. As you said, I think it 's just a nice excuse for lazy designers...
[Feature - 12/10/1999 - 12:00]
Thanks a lot for the ...
Thanks a lot for the article, Ken, it 's quite useful r n r nI can add an element to be aware of to this 'Cabal ' structure. In Ryse Son of Rome we tried a similar approach at the beginning, but it wasn 't successful. Aside from other reasons, ...