![]() ![]() Planetbase was a massive success for us: allowed us to get back what we invested in it, pay ourselves for the work we did and fund our next project. My old colleague from Criterion, Tom Williamson, did the Xbox One/PS4 port. Tucho did all the 3D Art, I did all design and coding, and then we got a few contractors (which we paid with our savings) to help out with audio, animation and UI art. ![]() We came up with the most minimal design we could, in order to finalize the game in less than a year, and this was how our first title Planetbase was started. I've always been a fan of real-time management games and we decided to do something in that genre, but a bit different: something with more involved AI, a game where you would build some sort of "ant colony" and could then watch your people live in it. Owards the end of 2014, we both decided we had enough savings to survive for a year without a job, and we decided to try to make a game and see if we could make a living out of this. ![]() Here, Figueroa explains key decisions in developing Dawn of Man, and how the release of their previous game, Planetbase, informed their latest game.Īnswers have been edited for clarity. The game's developer, Madruga Works, was founded by game industry veterans Tucho Fernández and Martiño Figueroa - Fernández was a 3D artist at Ubisoft and a contractor on many video games, while Figueroa worked on AI and gameplay programming at Criterion Games for franchises including Burnout and Need for Speed. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |