Production Debt

Have you ever seen a schedule for a game project that picks a day for production to begin? I think I’ve seen that on every project. Some day is chosen, a year or so in advance, and you have to start creating “production assets (levels usually)” on that day. I’ve never liked it and it’s never worked out very well.The problems are:Teams never transition from pre-production to production as if a switch were thrown. Different asset types transition at different rates. E.g. we may have level

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