Monday, October 02, 2006

Another month (or two), another blog post.

(Heh, reminds me of a scrolltext I once wrote or co-wrote...)

And it's been a busy couple of months. We've been working hard to get to a level where we could start demoing our games to the bigwigs of game publishers and I guess we're there, because my bosses are out at the GDC and meeting all kinds of big guys.

What can I tell you? Well, we've been working hard on two distinct games, both using the same engine as a base, but both wildly differing in concept and execution. The one I'm not working on is a carmageddon-style car-driving game (you can't call it racing, as there is no racing 'goal' as such).

My project is an FPS. Its theme is best summed up as James Bond meets Austin Powers meets Get Smart meets Inspector Gadget meets... you get the idea. I've been the main Agent Engineer on this project.

Above both teams are two producers who oversee the projects, and supporting (and driving) us are a number of engine programmers who program the engine we Agent Engineers use to make the games.

That's how we work in a nutshell. It's been a roller-coaster of a ride, and has made the previous 5-6 months zip by.

It's also been a period of high ups, and low downs. When things go well you feel on top of the world, because this is it! This is what you've always wanted to do! And you're doing it! Magnificent! But the lows are sometimes really desperate, and for the same reasons: This is what you've always wanted to do. There is no 'something else' which you can use to say 'Oh, if this doesn't work I'll do something else.'

Looking back at the last few months I can say with my head up high that I've done my best. I might not have made as neat and polished a product as the other project, but hey: I've done this from zero to what we've got now without the benefit of experience in either the engine, the programming language we use and actual game programming as such.

And I'm damned proud!