So here I am again – it’s my birthday & I’m the middle of releasing a game. It’s not the first time, and I guess it won’t be the last time either.(*)
Somewhere on our servers there is C++ code of the previous Divinities in which I reflect on the practice of being in the office in the middle of the night when it’s your birthday and whether or not that is a good thing.
It makes for good stories, but I distinctly remember not being happy about it all back then. Luckily, this time there’s a difference.
I’m going home tonight, and it’s going to be at a decent hour.
And that is as it should be.
We made a movie today in which I did the tour of the office, asking developers of the Dragon Commander team about their progress.
While watching it, notice that nobody looks über-tired or stressed out, and that most in the team are actually quite positive about making their deadlines. They’re not acting, because it’s how it is. In fact, most of the team are in their last weeks of working on Dragon Commander and are then done with their work.
Quite a contrast with the release of our previous games.
There producers were doing everything they could to find extra time, including squeezing the team to work harder and the publisher to move its deadlines. There, emergency plan followed emergency plan, with total chaos as a result. There, our creative ambitions were completely out of synch with the expectations of the publishers, and conflict became a rule rather than an execption.
Not so this time.