Forza Motorsport 3 And Predictable Development

Turn 10 Studios development manager Adent tackles the topic of how the team moved to a goal of having an always-working build for Forza Motorsport 3, how that goal was achieved, and what it meant for the development of the game -- and team motivation.

Daniel Adent: As programmers in the games industry we are often called upon to develop technology that enables creative experiences and yet we are asked to do it with limited resources and on firm deadlines. At Turn 10, after releasing our award winning Forza Motorsport 2 in 2007, our team set out on a mission to develop an epic AAA title that was characterized by creative iteration, yet do so in such a way that enabled predictable project planning.

How many postmortems have we all read or participated in where good engineering and development practices were abandoned because of an aggressive schedule?

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Kalowest3011d ago (Edited 3011d ago )

I really good read, coming from Turn10 Studios.