"The road to creating something great is long and harrowing, with many turns and dead-ends along the way. You can't ignore what's right in front of you just because you have a clear destination in mind."
- Raphael van Lierop, creative director and co-founder, Hinterland Games
A new feature at USgamer takes a look at the creative process
of game development -- the how and the why of it, from a practical level. Framed as a look at what hits the cutting room floor and why, it takes in opinions from Obsidian Entertainment's Chris Avellone (Planescape: Torment, Fallout: New Vegas
) Raphael van Lierop (pictured, Company of Heroes
) and Matt Mocarski (WildStar
Van Lierop (who's now working
on an independently developed game, The Long Dark
) is particularly reflective on his time working on an earlier, unreleased iteration of Far Cry 3
at Ubisoft, while Avellone discusses games like Knights of the Old Republic II
The article touches on everything from how backer and Early Access feedback can shape games ("Player feedback is a highly valuable tool to help you avoid drinking your own Kool Aid," says van Lierop) to how big triple-A budgets shape (or warp) the creative direction of games and the need for strong creative leadership on projects.
You can read the whole feature