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Features

Postmortem:
Gas Powered Games' Dungeon Siege
Lessons from the Dungeon
Dungeon
Siege was an extremely challenging project. Four years is a long time
to work on a game. By comparison, it's long enough to earn a bachelor's
degree in college, or go back for a Ph.D. Four years is time enough for
births, deaths, weddings, breakups, and earthquakes. A lot of life happens
in four years, and a lot of learning takes place.
Clearly, we walk away from Dungeon Siege with valuable experience,
both from what we did well and from our missteps. With experience comes
perspective, and our perspective is much broader now than when we started.
For better, for worse, and for everything in between, we will feel the
reverberations of this experience for a long time to come.
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Publisher: Microsoft
Number of Full-time developers: 27 at ship date
Number of Contractors: 5
Length of Development: 3 years, 8 months
Release Date: April 5, 2002
Platform: PC
Development software used: MS Dev C++, 3DS Max with Character
Studio, Visual SourceSafe, CodeWright, ICQ, RAID (bug tracking),
Photoshop, Excel
Development hardware used: Ranged over course of development
from 400-1000MHz CPUs with128-512MB RAM
Notable Technologies: Bink, Miles, SmartHeap
Project Size: Approximately 800,000 lines of source code for
game, editor, and associated tools; 60,000 lines of scripts; 21
million total lines of .GAS configuration files; 8,500 textures,
2,000 animations, 2,600 object and actor meshes, 3,700 terrain meshes
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