GAME JOBS
Contents
Into The Sector: Digital Extremes' Steve Sinclair
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
June 7, 2013
 
Sledgehammer Games / Activision
Level Designer (Temporary)
 
High Moon / Activision
Senior Environment Artist
 
LeapFrog
Associate Producer
 
EA - Austin
Producer
 
Zindagi Games
Senior/Lead Online Multiplayer
 
Off Base Productions
Senior Front End Software Engineer
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
June 7, 2013
 
Tenets of Videodreams, Part 3: Musicality
 
Post Mortem: Minecraft Oakland
 
Free to Play: A Call for Games Lacking Challenge [1]
 
Cracking the Touchscreen Code [3]
 
10 Business Law and Tax Law Steps to Improve the Chance of Crowdfunding Success
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
 
Blogging Guidelines
Sponsor
Features
  Into The Sector: Digital Extremes' Steve Sinclair
by Brandon Sheffield [Design, Interview]
1 comments Share on Twitter Share on Facebook RSS
 
 
February 5, 2008 Article Start Previous Page 2 of 5 Next
 

I was talking to Harvey, and he was saying that the last few months of the game development process are where the game just starts looking better and better every day, and that is the time when you really need to be able to focus on it. It's a time when you can actually add flair and tweak things and make the experience more...

SS: I think the last few months is when you determine what your review score is going to be, I think, because it's the make-or-break, where you have this mess of loose ends. That's what it's felt like, to me, in the last month. The game has turned a corner from being like a panic attack to being like something that makes me smile and giggle while watching the QA guys playing the boss fights and thinking to myself, "Shit, I didn't think we'd be able to do this good!" So, definitely the last week has been crucial.



To make a film analogy, not that those are necessary...

SS: Not like we don't make them enough in this industry!

It's stupid, because we've got a silly complex about film being better than us. But anyway, it's like taking the rough cuts and putting them into the final edit. It's a real big...

SS: Yeah. Absolutely. There are good analogies there, in terms of just editing down things, cutting out levels that don't work, cutting cutscenes or chopping them in half when they're brutally long, and things like that.

You guys seem to have a one-project-at-a-time sort of focus. What is the advantage of that, versus more small projects? Or at least, what is the reason you want to do it that way?

SS: I think that we are always trying to get to that two projects, staggered development thing. The thing that always seems to happen is, creatively you overreach, and you end up having to pull people from the mystical second project and get an all hands on deck sort of thing.

I suppose that's... you know, better planning, better scope control -- these are things that can help fight that, but in my experience, anytime we've done that stretch, we've contracted just to get it done and get it out at that sort of reasonable quality level. We're always trying for that, but it's hard.

It seems like it might be better to do a smaller, XBLA-type title as a "stepping stone" into two projects.

SS: Sure, like a smaller scope kind of thing. I agree. I think with this game, we were kind of idiotic, and we bit off three major factors and we should have only taken one, which is to change the genre a bit. Like, the third-person genre I horrendously underestimated in terms of how that impacts game design and level design. Sometimes it was like grasping in the dark and being astounded at, you know, weapon-switch times, and these things that you can't mess with for third-person, that you can just laugh and say, "Okay, like in Call of Duty 4. Switching between weapons is faster than reloading them." Try that in a third-person game and it looks like a Marx Brothers film, you know?

And then also starting the engine from scratch, all these things were major, major hurdles. We should've just done one. We should've picked one thing to try to do. I think that's also really limited our ability to grow. Although we've grown in staff, we're still working on this project, and this project only.

I'm hoping the next one is going to be easier, because we're going to have this base to build from, and hopefully it'll be a success for Dark Sector and the ability to make the next one really polished and refined and "the one we always dreamed of," and so on, with more established technology, and a more established genre.

 

 
Article Start Previous Page 2 of 5 Next
 
Top Stories

image
Gearbox's Randy Pitchford on games and gun violence
image
How Kinect's brute force strategy could make Xbox One a success
image
Microsoft's official stance on used games for Xbox One
image
Keeping the simulation dream alive
Comments

wayne lee
profile image
great interview!


none
 
Comment:
 




UBM Tech