guns-of-icarus-postmortem

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  • Guns of Icarus dev blog talks player feedback, Hurricane Sandy

    by 
    Jef Reahard
    Jef Reahard
    06.04.2014

    Launching an online multiplayer game is challenging in the best of conditions. Try launching one in the midst of a natural disaster, though. That's what Guns of Icarus developer Muse faced in October of 2012 as Hurricane Sandy battered the northeastern United States and left New Yorkers -- including Muse staffers -- without power and internet for weeks. Muse CEO Howard Tsao tells the full story in the fourth part of his Guns of Icarus post-mortem, which Gamasutra published this morning.

  • Guns of Icarus postmortem on post-publisher challenges

    by 
    Jef Reahard
    Jef Reahard
    05.19.2014

    If you're a Guns of Icarus fan, an indie fan, or just a gamer interested in the creative process, you should take a few minutes to read the ongoing dev diary from Muse CEO Howard Tsao and co-authors Eric Chung and Tim Doolen at Gamasutra. Part two was published this morning, and it tackles the dev team's development struggles in the aftermath of part one's publisher debacle. "Designs on paper are rarely any good until they're tested in some form," Tsao says. "Ultimately, everything begins with low fidelity (cards, dice, paper, and role play) prototypes but sometimes jumping straight into digital prototypes is required. At the time, it was important to move fast and find results quickly and in this it case meant one person going from ideation, designing interaction flow, to digital prototype. A combination of flexible responsibility, knowledge, and Unity's low barrier to entry made it possible."