WorstUsernameEver
But best title ever!
Talking at the Unite conference Brian Fargo has commented on the state of development of Wasteland 2. It's allegedly "kicking ass" because of the lack of corporate oversight, and Unity's store assets are giving a little help too:<blockquote>"We've been working on Wasteland 2 for about 100 days, with no distractions from any kind of corporate overlord," he said. "We have hundreds of pages of design done, we have our first music in, we have our basic UI up-and-running, and we've taken our first screenshots.
"The bottom line is that, without any interruption, we're kicking ass."
Fargo detailed the way the industry has "come full circle" since he began his career 30 years ago, shifting away from the console model that has dominated since the late Nineties and back towards "two and three man teams" empowered by new platforms, new distribution methods, robust tool-sets like Unity, and financing secured through crowd-funding.
InXile raised more than $3 million for its long gestating Wasteland 2 project through Kickstarter. Along with Double Fine's Kickstarter Adventure, InXile's success helped to drive the current enthusiasm for crowd-funding in game development, but Fargo believes the implications of crowd-sourcing will reach further than simply raising finance.
"I'm slow to the party on this one, but we're really utilising it in a big way. People ask why we chose Unity, and it has a lot of technical positives, but really, for me, it came down to the store, the communication and the sharing of knowledge. That's the real power of Unity; it's not the technical aspects. You can't beat the crowd."
The current build of Wasteland 2 uses 49 different assets from Unity's Asset Store, and Fargo expects that number to reach 500 by the time the game ships. This sharing of expertise has allowed InXile to make rapid progress, and get the most out of its budget.
With systems like Kickstarter and Unity in place, more and more developers will be able to build financial security without sacrificing creative control - a rarity even five years ago. This combination of factors, Fargo said, leads to the very best work the industry produces, even in the commercial sector.</blockquote>Thanks to GamesIndustry for the transcript.
"The bottom line is that, without any interruption, we're kicking ass."
Fargo detailed the way the industry has "come full circle" since he began his career 30 years ago, shifting away from the console model that has dominated since the late Nineties and back towards "two and three man teams" empowered by new platforms, new distribution methods, robust tool-sets like Unity, and financing secured through crowd-funding.
InXile raised more than $3 million for its long gestating Wasteland 2 project through Kickstarter. Along with Double Fine's Kickstarter Adventure, InXile's success helped to drive the current enthusiasm for crowd-funding in game development, but Fargo believes the implications of crowd-sourcing will reach further than simply raising finance.
"I'm slow to the party on this one, but we're really utilising it in a big way. People ask why we chose Unity, and it has a lot of technical positives, but really, for me, it came down to the store, the communication and the sharing of knowledge. That's the real power of Unity; it's not the technical aspects. You can't beat the crowd."
The current build of Wasteland 2 uses 49 different assets from Unity's Asset Store, and Fargo expects that number to reach 500 by the time the game ships. This sharing of expertise has allowed InXile to make rapid progress, and get the most out of its budget.
With systems like Kickstarter and Unity in place, more and more developers will be able to build financial security without sacrificing creative control - a rarity even five years ago. This combination of factors, Fargo said, leads to the very best work the industry produces, even in the commercial sector.</blockquote>Thanks to GamesIndustry for the transcript.