And only indies are currently experimenting. So if they try to experiment with some ideas, they may fail. I will explain why you will see in the industry that every big publisher, big developer, are always going to do something that is working and proven, release Call of Duty 10, 11, 12, just only small changes because they are afraid production is very costly. And because of that, we really like early access. But this takes lots of people and lots of money to make something happen like that. The original idea was we needed money for development to make the best survival game ever. And they needed to cut corners in every possible way just to get something to start. In the end, it was 16, this is still a very small number. And it took us around three years to finish some basic model, a game is ready to be released early access, and we started with six people. To everybody else, it was a crazy idea that only six people can make some kind of survival game, you need to start with something. Because when we started SCUM, it was only six guys, we wanted to make something new. How has that experience been for the company?Īndrej Levenski: Yeah, it was fantastic. When SCUM first launched on Steam it was a massive success. I'd like to hear a little bit about your experience at Gamepires and SCUM. For more on SCUM, Gamepires and everything else you could possibly want to know, keep reading Wccftech. Read our full interview with Andrej Levenski below, and if you're interested in a games industry job, perhaps reach out to Gamepires, they seem keen to hire programmers and make the game as good as it possibly can be.
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