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by akg 4426 days ago
Amazing work! Congratulations on the release.

Any insights during the development? What worked? What didn't? How big was your team? How did you split the work? How long did it take from inception to release? Would love to hear your thoughts.

1 comments

Thanks!

One lesson was that we should have invested more in our tools upfront. We largely depended on Unity's built in editor to create our content. If we had built level editor tools, and an art workflow based around that, content creation would have gone much faster. And we might have gotten to the point where we could have offered a level editor to players.

Our team was four core members, with a composer and a GUI / 2d artist helping out on contract. We also had help on the business side. With the game starting as a hobby project, we didn't have much structure, and the work got divided simply by people taking on the jobs that they had the time, interest, and skills for. On that front, we are fortunate that things worked out as well as they did. The project started at a Global Game Jam in January 2012, so we were a little over two years from start to release.