Reading this blog, you might get the impression that the only thing I deal with is the financial side of development. Yet, when you look at the credits of Larian Studios games, you’ll discover that I used to be both lead designer and programmer of games like Divine Divinity.

Me selling some of my games - every little bit helps
What happened was that in the early 2000’s, I could get away with me being in charge of most things. But as productions scaled up and teams became larger, I was forced to (very reluctantly) release several of my roles as I was doing more damage than good. My main job became that of being the one outlining the general vision, and overcoming any obstacles encountered during executing that vision.
Since it turned out that financing topped the obstacle list, I ended up focussing a lot of time on the cash aspect of the business. But to be honest, I hate this part of the job, it’s not the reason I founded this studio. There really are days when I say, the hell with it, I want to program again, I’m not dealing with this stuff any longer (today is one of those days
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But then I remember the ultimate goal, the making of “the very big RPG that will dwarf them all”, and I get on with it, realizing that the side-quest of finding of what Hollywood calls “Fuck-you money” is realy becoming urgent.
The problem is, every time I think we’re close to achieving that point, costs go up, and we need to find more cash, which doesn’t really help.
So, a plan was formed… Continue reading →