Development Theory
In a time when ten million bones
hardly gets you a game, and development teams are crossing
double-century headcount, I realized the key to these commandments was
size—as in small size. Figuring out how to make quality games with a
small team would solve the challenge of making original games, while
remaining independent and having a shot at surviving that way.
Here’s
how the theory works. If the team is small, the overhead is low. Time
equals money, so low overhead gives you lots more time to experiment
and prototype (good for originality).
Additionally, every
project starts small and ends big. But if you think of each project as
a cycle of life, your company goes extinct pretty quickly when you have
75 people wrapping a project and then you only need 10 or so to start
the next one. Staying small was the key.
Everything Works
in Theory
There’s
no getting around the fact that shipping a major console title requires
a lot of talented people. We took a page from Hollywood’s playbook and
decided to hire the “above the line” talent as the core Wideload team,
but use outsourced independent contract talent to staff our production
department. This would allow Wideload to have a consistent and
manageable burn rate, yet work with a wide array of people who could
provide the exact resources we would need. We also decided early on
that we would license engine technology rather than create our own, as
we did not want to spend the time investment and internal headcount
cost to compete with the likes of Bungie, Id, and Epic.
Stubbs the Zombie
Our first project is Stubbs the Zombie,
in which Stubbs, a wisecracking zombie, takes on an ultra-modern city
of the future using nothing but his own carcass and the weapons of his
possessed enemies. The gameplay consists of eating brains to create
zombie allies, piloting various vehicles, and possessing enemies via a
detached hand. Though the subject matter is mature, the mood and
atmosphere is light.
We decided at the very beginning that
Wideload had to establish itself as a brand. Our games should have a
common thread that identifies them as something uniquely Wideload, and
that thread is humor. What I’m most proud of in Stubbs is that everyone who has played it, reviewed it, loved it and, well...maybe didn’t quite love it, agreed that it’s funny.
Stubbs
just shipped, and we built it using our outsourced production model.
Putting our theory into practice was, politely put, a learning
experience.
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