Working smarter when building games

Working smarter when building games

In this post, we explore a three-part blog series from Sara Casen, the co-founder at Midnight Hub, a five-person development team in Sweden. While many Corona developers are solo or small two-person shops, many others are working with even larger teams, but regardless of being solo or part of a team working smarter is always a good thing. While all of this might not apply to your situation, it’s certainly worth thinking about.

Lake Ridden Screenshot

Lake Ridden is a story-driven first person mystery filled with puzzles, developed by former Minecraft and Paradox devs, in Sweden.

Part 1 – Avoid Brain Damage From Working With Games

According to Casen, the average career span of a game developer in Norwegian countries is about four years after which they are burned out. Long work-weeks, stress, unrealistic deadlines and other pressures create more problems that have to be solved. In this series she addresses how working more manageable hours lead to more productive hours.

Part 2 – Making Your Game With The ABC-Recipe

In this part of the series, Casen talks about the ABC method for building your game up which has the net effect of defining deliverables in a more productive way. This is a unique way to look at managing your project from development to deliverable.

Part 3 – Burning Money, Brain Power and Morale To Make Your Game

In the final part of this three-part series, Casen discusses resource management and how to manage more than time and money to get your team to their maximum efficiency without burning through all of your resources regardless of it being financial or human.

There is a lot of good information in these three posts that will be really helpful for any studio, building games or any other software product.

 

Rob Miracle
rob@coronalabs.com

Rob is the Developer Relations Manager for Corona Labs. Besides being passionate about helping other developers make great games using Corona, he is also enjoys making games in his spare time.

Rob has been coding games since 1979 from personal computers to mainframes. He has over 16 years professional expereince in the gaming industry.

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