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Essays 27 April 2020, 18:20

Developing games, making dinner. Gamedev in times of pandemic

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Obviously communication is the biggest casualty of the crisis. When you take all the interactions and exchanges of dozens, or even hundreds of people into the cloud, you're running the risks of creating excessive information noise.

The antagonist of the evening news in 2015. Hatred. - Gamedev in Times of Pandemic – Developing Assassin's Creed in the Kitchen - dokument - 2020-04-27
The antagonist of the evening news in 2015. Hatred.

There's no denying it – even if your team can work efficiently over the Internet, setting up meetings still takes lots of time. Settling matters face-to-face can be a challenge, and these issues are exacerbated when you're working exclusively via the net. And that's assuming your people are disciplined enough to work from home. Which is definitely not a given.

Jarek Zielinski, Destructive Creations

. The people at 11 bit studios feel much in the same way.

Communication was most affected by it. When you're sitting in a chair in the office, you can just turn around and ask. Now, you need to arrange a "call." . As project lead responsible for Frostpunk, I basically spend my 9-to-5 at various meetings. They're much more frequent than when I worked in the office – after all, communication becomes crucial. Switching to work from home was mostly a cultural change. In the office, all you had to do was ask; now, you have to actively manage the flow of information. You have to keep everyone in the loop, engaged.

Kuba Stokalski, 11 bit studios

Small studios, accustomed to working remotely, adapted quickly to the new circumstances. But what about bigger teams? Creating a game like Cuphead from the comfort of your home (as the game was indeed made) doesn't seem impossible – unlike developing games like Assassin's Creed or Cyberpunk 2077.

The new Assassin's Creed is apparently being created in kitchens, bedrooms, living rooms and gardens by developers from around the world. - Gamedev in Times of Pandemic – Developing Assassin's Creed in the Kitchen - dokument - 2020-04-27
The new Assassin's Creed is apparently being created in kitchens, bedrooms, living rooms and gardens by developers from around the world.

Ubisoft proved that a studio employing over 1000 people on five continents can efficiently develop video games. The team curating Frostpunk now consists of 40 individuals. We don't have a strict scope of activities, everyone's doing a little bit of this and that. I don't feel like it's hard to manage. There are challenges, of course, but I think the whole situation is a maturity test for the management. Ubisoft is a great example: it has to organize the production process for teams not just working remotely, but doing so in different time zones. . It's a huge test of organization and management efficiency. If you can't control the process well, not to mention people, you'll have a huge problem.

Kuba Stokalski, 11 bit studios

As Miechowski pointed out, a vertical structure of a company (division into departments and their bosses) works well in bigger entities. Smaller teams, such as indie studios, are completely fine with a horizontal structure.

Matthias Pawlikowski

Matthias Pawlikowski

The editor-in-chief of GRYOnline.pl, associated with the site since the end of 2016. Initially, he worked in the guides department, and later he managed it, eventually becoming the editor-in-chief of Gamepressure, an English-language project aimed at the West, before finally taking on his current role. In the past, a reviewer and literary critic, he published works on literature, culture, and even theater in many humanities journals and portals, including the monthly Znak or Popmoderna. He studied literary criticism and literature at the Jagiellonian University. Likes old games, city-builders and RPGs, including Japanese ones. Spends a huge amount of money on computer parts. Apart from work and games, he trains tennis and occasionally volunteers for the Peace Patrol of the Great Orchestra of Christmas Charity.

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