• leftytighty@slrpnk.net
    link
    fedilink
    English
    arrow-up
    1
    ·
    11 days ago

    that’s just simply not true. if you look at the project lifecycle for a game very little resources are spent in preproduction, the bulk of the time is in production. preproduction usually has all of the core mechanics and ideas implemented by the end, then it’s just about executing on that plan. there’s not a lot of experimentation and iteration once you are in full tilt production mode

    • sugar_in_your_tea@sh.itjust.works
      link
      fedilink
      English
      arrow-up
      1
      ·
      11 days ago

      I’m not saying “game design,” but things like deciding on art style, optimizing balance between fidelity and performance, etc. AFAIK, that’s all “production” stage things. Assuming it’s the same studio as built it the first time, they’ll still have the original artwork, which probably just needs to be touched up and reexported. That’s a lot less work than building something new from scratch.

      In fact, you probably need minimal assistance from developers since all the gameplay elements are already there, you’d just need a small group for making some tweaks here and there to keep consistent performance, and maybe add in a little bit of fanciness here and there (e.g. tweak shadows, maybe some RTX if you go crazy). None of that is particularly time-consuming for a developer to throw in, so once the art team is done freshening up the assets, they can prep for release.

      I’m thinking a project like that could be completed in 2-3 years, depending on which game they pick and how far they want to take the remaster. That’s definitely in line with the timeline for a TV show.