The recent news piece surrounding Riot Games focused on sexist behavior at the company, but there is another trouble area that I saw that I want to talk about. In the piece published by Kotaku, they mentioned how the company only likes to hire from the fan base — in the past, going as far as attaching ELO ratings to their job postings.
While hiring like-minded people is not a problem in of itself, only looking for positive thoughts and opinions can lead to the echo chamber effect, and that can be troublesome.
Last week, an interesting discussion happened on Twitter following Cuphead’s win at the DICE awards. The executive producer talked about the challenges of designing the game and how they went all in; taking a second mortgage out on their house to finish the game. Many indie developers talked about how this is not the norm of what it means to develop a game over a long period of time.
For today’s post, I want to talk about something that no game designer wants to hear: How do you know when to stop working on your game?
This week on the cast, I spoke with co-founder of Indie Bros and long-time member of the Indie Game scene Erik Johnson about what it’s like to be an Indie developer in the market, and how things have changed over the decade.
Today’s Critical Thought looks at the importance of being able to manage a project and how it relates to game design. Too many developers ignore project management, and it can be the unseen killer of a game project.