KING Art’s journey from a bunch of artworks they saw on the internet to Germany’s Game of the Year. Publisher Search One of the main reasons we did the Kickstarter is that it enabled us to keep working on the project on our own terms and give us many months to make a deal with a publisher. That is a totally different situations compared to having your back to the wall and being forced to take whatever deal someone is offering you. We were able to keep creative control and to negotiate in general favorable deal terms. One of our Executive Producers was responsible for all communication with the publisher. He worked with multiple people on the publisher’s side and was informed about everything that was going on. The same is true for external contributors: Each partner has one contact person at KING Art to minimize miscommunication. Organization & Communication Most departments had daily standups and at least one representative of each department was part of the daily leads standup to act as the link between the department and the other leads. Producers organized the collaboration between departments. They made sure every department can work efficiently and had all the info and material they need. They also kept the internal and external milestones in mind. For most of the development we had one milestone every two months or so, more at the end. Pre-COVID, we had a weekly standup with the whole team, so everyone had the chance to talk about what they were doing. COVID ended this tradition, and we are not sure if it will come back since the meeting got rather large. Communication is one of the biggest challenges when teams get this big and we haven’t found the best way to do it yet. At one hand, people want to be involved and know what is going on. On the other hand, you could easily spend your whole week just having meetings to keep everybody informed. Prototypes Tools
Jan Theysen Jan Theysen is Creative Director at KING Art and one of the two founders. He is the Iron Harvest Game Director and worked on narrative design, the campaigns and game design. He was part of the small group of people who laid the foundation for the game that would become KING Arts’ biggest project to date. The post Making of Iron Harvest: Finding the Project (Part 2/3) appeared first on Making Games. Making of Iron Harvest: Finding the Project (Part 2/3) published first on https://spymugblog.tumblr.com/ Making of Iron Harvest: Finding the Project (Part 2/3) published first on https://waltergillespie.tumblr.com/ via Tumblr Making of Iron Harvest: Finding the Project (Part 2/3)
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