NiKKoM said:
DMeisterJ said:
NiKKoM said:
shanbcn said: KILLZONE 2
• Announced E3 2005 • Preproduction until end 2006 • Production until end 2008 • 18 months Full Production • 140 Guerrilla Games Staff • 50 Sony Staff • 27 Programmers
This is how KZ2 was made ,in around 2 years but 18 months in full production. But total staff was 217 which is amazing. Budget for sure was way more then Gears 2 |
Well too bad they themself said they have been working on it since at least november 2004:
Right after the E3 2005 trailer..
How long ago did work start on the sequence? Jan-Bart: We started working on it in late November, and only finished it three days before the show, at the very, very last moment!
http://ps3.ign.com/articles/616/616591p1.html
|
Yeah, the artists were working on a CGi sequence way back when. Yeah, I'm sure it took them a few months to get it together, realizing they had to get together what they wanted the game to look like, the art direction and such.
As you can see from the PDF, the game was only in production for 18 months, rather than the 4+ years many people seem to bring up. I'll trust the PDF of GDC rather than an ambiguous comment from Jan-Bart. He didn't go into enough detail in that comment to draw anything, like I said, I'm sure they had been working on the game for a while before E3 07 because they needed to find out what type of game they were going for. You do know that artists are always working on a game before the developers right? And they only started developing the game at the end of 06 After Liberation.
|
Ehm... So? Prepoduction does count for making a game.. it costs money.. GG has 70 artists (divided in graphic artist, architects, industrial desingers) at their payroll and just 30 programmers.. What do you think preproduction means? the 70 artists are making most of the assets so the programmers can work with it... Or do you believe that they work at the same time?
and Jan Bert is the Art and Animation Director at Guerilla Games...
|
Plus, the pre-production actually encurs the cost of the most expensive employees. The software engineers and software analysts. They must create the documents detailing game design and architecture. The programmers are on a lower level. The engineers and analysts would have to have been working on something to give the artists something to work against. Some idea of how to make the game will look and play. Because, as we know, it was a target render of what they expected the game to look and play like. This means that the big wigs had been working on the game for a while.
And LOL at that video talking about recoil. Also, where are the underwater level shots in Gears 2, those were gorgeous.
They both are great looking games.