Collaborative Game Editing

Individual game developers take responsibilities for different parts of game development - sometimes leading to content mixups and bottlenecks where their work overlaps. In this in-depth article, originally published in Game Developer magazine, Mick West discusses how collaborative editing may be the future.

Game development teams are getting quite large. The largest teams can have more than a hundred developers working on a game at any one point in the process. Yet many developers still use work practices that revolve around individuals taking the entire responsibility for large chunks of the game.

For many things, such as the creation of the 3D models and textures for individual game objects, this is still quite reasonable. However, for the creation of large game levels and continuous game worlds, this can create problems and it is worth investigating methods of content creation that are more collaborative in nature.

This article takes a look at some of the issues involved, and discusses a few technical problems from the tool programmer's perspective.

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Viso Games3495d ago

Its worth noting that this is actually nothing new. Back in the 90's, workstations were sold that allowed for multiple-users working within the same program, started with an "N" or something. The original DOOM games by ID software were built like this, with multiple people editing the level simultaneously. It was only when we switched to full 3D that we went with a single user approach.

While Second Life was mentioned in the article as an example, the programmer behind the experimental MMO "Love" has written a program that allows for multiple user editing in 3DS Max over a network, for those interested in more practical applications of the idea.

Nineball21123495d ago

An interesting post on N4G! :-)

Rarely do articles that deal with actual gaming mechanics, programming, development, etc. have any replies.

My faith is somewhat restored!

I'm by no means a programmer but I find this stuff interesting. I have to admit most of the technical stuff goes over my head though.