Making Pimpin' Games Ain't Easy, says Bulletstorm Dev

Russ Pitts

The Boss of You
May 1, 2006
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Making Pimpin' Games Ain't Easy, says Bulletstorm Dev

As if making games isn't hard enough, says People Can Fly's Lead Gameplay Designer Ed Kay, sometimes the companies you work for make you stand up in front of a crowd of French journalists and give a presentation. And that's when things get really interesting.

As gamers, we fetishize the life of game designers. We imagine them kicking back in lavishly-decorated offices, drinking free sodas and driving expensive cars. And while it's true that a lot of game developers do these things, what we rarely see or imagine are the hours of grueling work they pour into making the videogames we enjoy for an hour or two and toss away, or the nights of sleep they lose, the days of seeing their families they miss out on or the months they spend agonizing over schedules and milestones and software builds that seem endlessly out of control.

Designing games is tough work, in other words. But we know this. What we don't know, however, is that the work of promoting those games is just as hard. Harder perhaps. As Ed Kay discovered when he was shanghaied by his coworkers into attending a Paris press event to promote Bulletstorm [http://www.escapistmagazine.com/articles/view/editorials/reviews/8665-Review-Bulletstorm].

"I met with a bunch of extremely friendly Microsoft guys who then showed me the room where I'd be doing the presentation," he writes in a post at the People Can Fly blog [http://www.peoplecanfly.com/blog/2011/03/celebrity-for-a-day/#more-592]. "Wait a minute ... presentation?"

What ensues is a chaotic adventure involving jittery Xboxes, language barriers and ad-libbed demonstrations as Kay basically makes up the presentation on the spot and has to perform it again and again to a roomful of expectant journalists.

But first I had to decide what part of the game to show. I needed to choose a section the journalists were not going to get to when playing the game on arriving, but also a section that hadn't been shown in any previous demos or interviews. So I chose the end of the Dam level since it had some great combat, a lot of weapons unlocked and a really dramatic finale.

But then the next problem raised its deformed mutant head. We had absolutely no way of skipping to the Dam level. Since we only had a retail version of the game, our only option was to play through to that section, which was about four hours in. And the first presentation was due in three and a half hours - gulp!

There was no time to think - we booted up the game, slapped it on ultra easy mode and attacked it like rabid animals.

The entire post [http://www.peoplecanfly.com/blog/2011/03/celebrity-for-a-day/#more-592] reads like a slapstick comedy of errors and should help to demystify the seemingly romantic life of an ordinary game developer. Whether or not that's a good thing depends, I guess, on how you like your heroes. I, for one, like mine honest and insightful and can't wait to see more from the folks at People Can Fly - both in game and out.


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GeorgW

ALL GLORY TO ME!
Aug 27, 2010
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I know it's hard being a dev, but I'd still like to be a designer. We're fanboys, do you really think we care that it's hard work?
 

Ayjona

New member
Jul 14, 2008
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Russ Pitts said:
As gamers, we fetishize the life of game designers.
We do? With a little help from my preconceived opinions, I used to imagine them to be pale (for lack of sunlight, not sexy-gothic-media-vampire-style) young men with little time or interest to tend to their physique, awkward social skills, and secret desires to themselves lead the lives of their game characters.

Luckily, I've seen and met quite a few deviations from this archetypical norm. Unfortunately, I've met plenty more who reinforce it.
 

RA92

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Jan 1, 2011
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Wow, MS just threw them into a presentation without any warning? That's a really nasty thing to do, if they did it because they thought it would be hilarious to throw people off their guard.

But guess what? It was hilarious. Good call MS.
 

coldfrog

Can you feel around inside?
Dec 22, 2008
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Oh man, I just spent a bit too much time reading other stuff from their blog. It's an interesting read!
 

Jingermanoo

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Mar 7, 2009
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Really interesting insight into an unexpected hurdle in the gaming industry by one honest man.