"In house we have 10 full-time QAs, and then we have 30 or 40 contractors in the studio each year. That then goes to the coders, who sort it out. "Every week throughout the cycle I’ll put together a dossier about all different parts of the game, and that gets split across the team to work out what changes can be made. "It’s frustrating throughout the cycle as it keeps breaking at the early stages, but come June or July I can start to give genuine feedback about what I’m liking and what I’m not in the game. “Typically I get a first cut six or seven months in advance," he said. Changes are subsequently made on a weekly basis. #FM16įorward planning is the key to success, with a first version of the new game on the table as far back as April.
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