Thursday, 28 March 2024
News with tag LucasArts  RSS
10 fascinating facts about the history of LucasArts

Added: 01.07.2018 2:00 | 565 views | 0 comments

How all those excellent adventure games happened.

Tags: LucasArts
From: www.pcgamer.com

Escape from Monkey Island now available via GOG

Added: 30.06.2018 18:57 | 957 views | 0 comments


Escape from Monkey Island, the fourth chapter in LucasArts' beloved adventure game series, is now available on GOG.
The last entry in the series directly developed by LucasArts, Escape is also widely regarded as the weakest in the series - although enjoyable overall.
As Guybrush Threepwood, aspiring mighty pirate, you are once again tasked with exploring the Caribbean, solving puzzles and defeating demon pirate LeChuck - who this time is in league with an Australian property developer.

Tags: GOG, LucasArts
From: https:

StarCraft devs remember crunch: "I was writing code while she was in labour"

Added: 29.06.2018 13:47 | 902 views | 0 comments


Crunch in game dev has been a hot topic in the past year, but it’s certainly not a new phenomenon. In Stay Awhile and Listen: Book II, author David L Craddock details the development of the original StarCraft, including the long hours and strained relationships it took to get there.
Jeff Strain, the person behind the free StarEdit tool players could use to create and share their own custom maps, was behind schedule on his project leading up to launch. That led him to carry his laptop and devote spare moments to coding - and as Craddock writes, that was “a decision that didn't go over well with his wife.”
Keep yourself sharp with the .
“I was writing code while she was in labour,” Strain says. “Here it is, twenty years later, and I'm still paying for that. That's her trump card, right? Maybe in another ten years I'll have made it up to her.”
Even so, StarCraft veterans suggest those long hours were self-imposed. “We wanted to perfect our cinematics,” artist Harley Huggins says. “That's why we ended up separating stuff into layers later on. You'd render the whole [cinematic] and go, ‘There's something that's flashing’ or ‘Maybe you could go in and change the frames.’ Instead of just saying it was good enough, we'd go in and redo the whole thing. Sometimes that meant not going home. Everybody just did it because they wanted to do it.” starcraft crunch
Rob Huebner speaks similarly, comparing the experience to his time at LucasArts on Jedi Knight. “It was a self-demand more than an external demand. Maybe at a higher level it was from management and they stealthily made it seem like it came from grassroots, but if so, they succeeded at that. There were still long hours, but to me, a sweatshop is like a producer coming in and mandating these hours, or you hear horror stories about L.A. Noire developer Team Bondi. That definitely wasn't at all like what Blizzard was.”

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