Full-team level review
June 3, 2008
It’s important that everyone be brought in from time to time to see the overall progress of the game. If too many team members work in isolation, details can fall through the cracks. So it’s critical to have the artists see their work implemented and programmers to see their systems function. There’s a risk that if someone buries themselves too deeply in a task, they’ll lose sight of the “big picture.” So we always encourage cross-discipline interactions to ensure that everything goes into the game as anticipated.
Back to work
April 7, 2008
Panoramic views of the new space
April 5, 2008
Red Fly Studio – At capacity
February 28, 2008
A large portion of the team
January 25, 2008
I was sitting at the conference table, so I could only catch about 70% of the team, but here’s a group photo during an end-of-the-week meeting in which we caught the team up on all that transpired during our two-day-long design and planning meetings with Sierra and sister studio Terminal Reality. Ghostbusters is in full production, and our few remaining months have been mapped out with pinpoint precision.