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Forums - Gaming - Problems with Huge AAA Gaming Projects - Former Ubisoft Dev Speaks

JEMC said:
DonFerrari said:
JEMC said:

I've said reduce the amount of studios to obe or two, never only one. And yes, things could speed up because some of the decisions would be made earlier, wasting less time in the production of the game.

Besides, we have all worked with other people and have realized that, sometimes, sharing the same work with someone else (in this case would be two studios doing the same work) can make everything more difficult.

Also your Pininfarina example doesn't work. First because Pininfarina isn't part of Ferrari, unlike the other Ubisoft studios, but also because they don't work exclusively for Ferrari. In any case, Mahindra bought them last year, so I doubt we'll see more Ferraris designed by them .

Having 3x more time wouldn't make the decisions EARLIER. Maybe you wanted to convey not on a time based but perhaps schedule based way.

How come my point with Pininfarina don't work if we were talking about outsorcing to other companies?

Ok, the schedule would be set earlier.

And the reason your Pininfarina example doesn't work is in your own question: Ubisoft doesn't outsource to other, external companies, they do it all in house but in different studios.

What I understood was that they outsourced so my bad... but if they have excelence niches that may as well work well.



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."

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The only thing that would really solve this problem. Is either stop making yearly games. Or people have to expect less nice looking games.