To all – I’m sorry that my replies are coming in as a big batch. I’ll try and answer everyone tonight.
@ yaustar
The dev cycle for PURE was about 20 months all in all. As for crunch, it was the easiest run in to a game that I have ever worked on. I think I only worked one weekend throughout the whole project… and I maybe wrong at that. There were two big differences this time round for us as a team. One was that we were bought by Disney so we were now an internal studio rather than a work for hire studio. The other difference was that we adopted an agile development process. This made us focus on getting features done to a final standard before moving on to the next one. We didn’t have a load of loose ends at the end of the game that would make us crunch. The fact that we were part of Disney now meant that we could work like this. There was trust between us that you don’t get when you work for hire. We set out to do a few things and do them well, rather than promise the kitchen sink with no time to do it. This really did feel like a luxury project after some of the games we’d done in the past.
Mini game week had an impact to all the projects at Black Rock. The idea was to get use to quickly prototyping ideas and working in small teams to achieve this. To get us used to doing work that would be thrown away if need be. It’s kind of the approach we take now. We rapidly prototype ideas for the game to see if they will work out. If they don’t we bin them before we commit serious time to them.