Cyberpunk 2077: Phantom Liberty game director Gabe Amatangelo explained to DICE attendees just how CD Projekt turned Cyberpunk around, focusing on the most difficult part: rallying a discouraged and frustrated team around a belief that such a thing could be done.
Software does have a fun phase, where there are a ton of interesting problems that need to be solved. The green field of you can go off and build that thing that needs to be built, and timelines are vague and handwavey.
Later it becomes crunchier because there’s just less “fun”. Everything major has been built, most of the interesting problems have been solved. It’s down to fixing issues that came up, performance tuning, and getting it over the finish line. Unfortunately it’s usually a 40/60 split of fun to tedious.
Does that just mean it’s not crunch time with aggressive timelines – yet?
Software does have a fun phase, where there are a ton of interesting problems that need to be solved. The green field of you can go off and build that thing that needs to be built, and timelines are vague and handwavey.
Later it becomes crunchier because there’s just less “fun”. Everything major has been built, most of the interesting problems have been solved. It’s down to fixing issues that came up, performance tuning, and getting it over the finish line. Unfortunately it’s usually a 40/60 split of fun to tedious.
No, because this time they super pinky promise they won’t need to crunch. Trust me, bro. This time they won’t. They promise, bro.