It's been a bumpy road to release for Brütal Legend. Tim Schafer's had to change publishers, deal with a pesky lawsuit, soldier through PR missteps and even handle some post-release DLC. This is all common knowledge, but in a lengthy postmortem at Gamasutra, Caroline Esmurdoc, executive producer at Double Fine, goes in depth on the development strategy for the title and talks about what went right and what went wrong in the creation of this rock gaming opus.
Double Fine adopted the Scrum method of agile software development for Brütal Legend, which allowed the company to create a renderer, terrain and a playable Eddie Riggs for Tim in a mere month. Content creation was fairly steady, Esmurdoc admitted, but around January of this year, the game's content jumped from the 2.5GB generated over three years to a massive 9GB, thanks to multiple teams unloading assets for the game simultaneously.
Esmurdoc also touched on the lawsuit, though she couldn't go into specifics beyond mentioning that the transition between publishers caused "internal unrest and morale dips among the team", and that Double Fine learned Activision would not be publishing Brutal Legend when the game was suspiciously absent from a list of the publisher's upcoming games. Double Fine then pursued a new publishing partner.
Reader Comments (23)
Posted: Dec 11th 2009 2:32PM (Unverified) said
With the relatively low sales of this game, I doubt Activision cares too much about losing it.
Reply
Posted: Dec 11th 2009 2:45PM (Unverified) said
Oh, it did, but it's not helping EA's financial situation any.
Activision can afford a lot of bombs, thanks to Call of Duty. EA isn't on such secure ground.
Reply
Activision can afford a lot of bombs, thanks to Call of Duty. EA isn't on such secure ground.
Posted: Dec 11th 2009 3:01PM kevlar said
The Eff?
EA puts out sports titles every year, where they take the same game, tweak them, fix the rosters and squirt out a new nugget... And continue to buy them.
That's saying nothing of their Harry Potter and The Sims franchises.
I'd put EA in a better position than Activision any day.
Besides, the way Activision continues to "exploit" their franchises, they're going to see a lot of them die young and early. I mean... everyone I know prefers Rock Band over Guitar Hero... Skate over Tony Hawk.... etc. (Notice a pattern?)
The ONLY thing Activision has left, really is Call of Duty. If it weren't for the unexpected success of Call of Duty 4: Modern Warfare, they might not even have that.
Seriously. Take a good hard look at Activision's catalog, and track record... then we'll see how many bombs Activision can afford.
Reply
EA puts out sports titles every year, where they take the same game, tweak them, fix the rosters and squirt out a new nugget... And continue to buy them.
That's saying nothing of their Harry Potter and The Sims franchises.
I'd put EA in a better position than Activision any day.
Besides, the way Activision continues to "exploit" their franchises, they're going to see a lot of them die young and early. I mean... everyone I know prefers Rock Band over Guitar Hero... Skate over Tony Hawk.... etc. (Notice a pattern?)
The ONLY thing Activision has left, really is Call of Duty. If it weren't for the unexpected success of Call of Duty 4: Modern Warfare, they might not even have that.
Seriously. Take a good hard look at Activision's catalog, and track record... then we'll see how many bombs Activision can afford.
Posted: Dec 11th 2009 3:02PM (Unverified) said
Seen EA's latest financial reports? Notice all the red?
Reply
Posted: Dec 11th 2009 3:01PM copa said
I agree completely, and in some ways agile development should be extremely well suited to producing games, where the requirements are by definition extremely fluid, and expected to change from week to week.
On the other hand, a lot of game development is probably not well-suited to test-driven development, because automated testing is not great at catching what's working and not working in a game (except for extreme boundary cases, like hard crashes).
Unfortunately, the excerpts don't provide any detail in terms of how they applied Scrum and what worked. I may pick up the full article if it has more information.
Reply
On the other hand, a lot of game development is probably not well-suited to test-driven development, because automated testing is not great at catching what's working and not working in a game (except for extreme boundary cases, like hard crashes).
Unfortunately, the excerpts don't provide any detail in terms of how they applied Scrum and what worked. I may pick up the full article if it has more information.
Posted: Dec 11th 2009 3:23PM sicsided said
Lots of good information in the article. After running Scrum for most of it, they switched back to waterfall near the end of production. Most of the postmortem deals with integrating thirdparty software to speed up development, but yeah, it kinda didn't also.
Reply
Posted: Dec 11th 2009 2:57PM (Unverified) said
Posting any consistent link as a signature is considered spamming. There's a reason for the URL option on the profile.
Reply
Posted: Dec 11th 2009 5:31PM 33PercentGod said
I know it's the most idiotic thing,but I hate the name Gamasutra so much. Everytime I read it I think in my head "you mean Kamasutra".
Reply
Posted: Dec 11th 2009 6:22PM BustedChain said
I'm playing through Brutal Legend and it rather entertaining. It is not a hard game by any stretch of the imagination, but the combination of dialog, some of the scenes, and the gameplay is pretty fun. The "sidequests" have a sort of half-baked feel to them, but they aren't the main part of the game anyway.
If you find a cheap copy of Burtal Legend, get it. I got mine on sale during Black Friday Amazon deals and I had another $20 off, so I paid about $15 for it brand new. I plan on selling it when I beat the game and making a profit for once.
Reply
If you find a cheap copy of Burtal Legend, get it. I got mine on sale during Black Friday Amazon deals and I had another $20 off, so I paid about $15 for it brand new. I plan on selling it when I beat the game and making a profit for once.
Posted: Dec 11th 2009 9:41PM Tye El Czar said
Did you know that Scrum sounds a lot like S.C.U.M.M.? SCUMM was the engine used for most of Lucasarts' adventure games back in the day. Coincidence?
Reply
Sorry, you must be logged in to leave a comment.
Featured Stories
The most popular posts
in the last 7 days
- Vita 'UMD Passport' won't be offered in US 221 comments
- Kingdoms of Amalur: Reckoning review: A tempting fate 153 comments
- David Jaffe leaves Eat Sleep Play, layoffs hit developer [Update] 107 comments
- Blizzard taking Valve to court over 'DOTA' trademark 97 comments
- Don't call it a remake: Final Fantasy X is a 'remaster,' to be clear 95 comments











