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Monday, February 1, 2010

PSN: Developer Reflections 2009: Creat Studios (Part 2)

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While our Developer Reflection series has been quite popular since its inseption, Creat Studios decided to go a step further - three separate reflections for three of their titles.

In our second episode we speak to Nastya Barmina, the Producer of Mushroom Wars about developing the neat strategy title and what she'll be bringing into 2010.

What were you most happy with during the game's development?

Nastya Barmina: The most exciting thing was creating the kind of unique game which brings fast-paced strategy gameplay to the forefront. Another one thing we did like was designing game maps and AI to provide enough challenge to players and encourage them to compete with each other in scoreboards. Play testing all through the development course was very satisfying and supporting, because we saw what real players like or dislike in the game what we should tune to make it better where are our strong and weak sides.

What were you least happy with, in retrospect?

NB: Being overwhelmed by bug fixing before release. Feature cut which decrease game value.

What is the biggest lesson you're going to apply to the next game you make?

NB: 1. Necessity of prototyping of all game feature starting from gameplay and ending with visual features. 2. Development of the project should be even in all directions: we had formed gameplay earlier than our art style, and art had to overtake gameplay and programming. It caused issues and lot of additional work that wasn’t planned. 3. The network component should be included as the core feature in contemporary games (especially strategies J)

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