From nothing to RoboBlitz, Naked Sky speaks

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From nothing to RoboBlitz, Naked Sky speaks

In a new Postmortem article on Gamasutra, RoboBlitz developer, Naked Sky, speaks of the trials and tribulations of creating a new IP from the ground up with a relatively inexperienced team -- something they managed to do in only 11 months. Naked Sky discusses the things they did right, what went wrong, what the future holds, and even gives would be developers a little advice. Noted among the things that went right was having a solid and dedicated team and licensing the Unreal Engine 3. Some things that went wrong include overambitious design and (gasp) running out of money. Other oversights include not hiring an internal QA lead, which lead to less extensive testing. This, in turn, made it harder to track down bugs. Still, with the very dedicated team (and some understanding friends and family), Naked Sky managed to pump out one of the most technically impressive XBLA games out there. If you like learning about the development process, or if you're thinking about getting into the business yourself, check out the article for some good lessons and pointers.

See also:
X360F interviews RoboBlitz's Tian Mu
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