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Spider-man 2 DS Launch: Double the Screens! Half the Dev Cycle
Price $5.95
Stock Unlimited
Weight 0 lb, 0 oz
SKU GDC-05-128
Spider-man 2 DS Launch: Double the Screens! Half the Dev Cycle,

Programming, Lecture

Brent Gibson
Lead Artist, Vicarious Visions

Jan-Erik Steel
ABG Programmer, Vicarious Visions
Somehow games keep getting more complicated and dev cycles shorter! Spider-Man 2 DS is a perfect example - the platform was announced in Spring 2004, and we had to go to lot check by October. We obviously had to do some things differently if we were going to make launch! This post mortem discusses how to make quality games on accelerated schedules. We will cover the basics such as how we leveraged assets and tech, kept constant and effective communication, and stuck to rigid deadlines. Did we mention how to plan when everything you know is constantly changing? The session describes how we applied the Team Software Process (from the Software Engineering Institute). Finally we'll talk about proving game play without hardware and the compromises that occur.

The attendee come away with practical ideas of strategies that they can use when faced with very short dev cycles, lack of assets, and constant change.

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