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Lone Wolf Killers Part II: The Development Phase


Conclusion

I've simply given a cursory sketch of several issues that can arise for the lone-wolf developer, or development team. There are many great books on the process of software development; many of these are useful for doing games, as well. If you want to learn more about project management, check out books like Code Complete, by Steve McConnell. They provide excellent advice on getting quality software done on time, and go in to much more detail than I have.

If nothing else, remember that primarily, two things influence the quality of your project – the quality of your design document, coupled with how solid and consistent your team's work habits are. A shortcoming in either one will seriously jeopardize your project – good work can't make up for a poor design, and even the best design document can't make up for a lack of commitment and hard work.

Keep your expectations realistic, your team happy, and your nose to the grindstone, and Good Things your way will surely come.


Mason McCuskey is the leader of Spin Studios, a game development team working to break into the industry by creating a great game, Quaternion, and getting it published. He looks forward to your suggestions and comments, and can be reached at mason@spin-studios.com.



Contents
  Introduction
  Eating Dessert First
  Burn Out
  The Binge and Purge Syndrome
  Tunnel Vision
  Lack of Commitment
  Developers as Play Testers?
  Conclusion

  Printable version
  Discuss this article

The Series
  The Design Phase
  The Development Phase