Brink Training Part 5 - Classes
Brink Training Part 5 - Classes brought to you by http://www.gaminglives.com
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Starting off with a bit of background about Splash Damage, the company started life as a modding team, so how does it feel to make your own game, as opposed to creating mods for an existing title?
I think it feels exactly the same. When we first started out as a mod team, we had thirty, maybe thirty-five guys distributed around the world; all communicating via IRC in real time, working on art assets, level design, art design, animation and code. It was something that I was really passionate about. Obviously the scale of what we're doing now has grown; we have eighty-odd staff in the studio, Splash Damage has become a globally recognised brand as a core shooter developer and I'm pretty proud of the success we've had with games like Wolfenstein: Enemy Territory and Quake Wars, but the way that we develop games which is to be really passionate about our games, put a lot of work in and try to make stuff shiny, is basically the same thing.
Read our Interview with Paul Wedgewood from Brink developers Spalsh Damage here http://www.gaminglives.com/2010/10/06/brink-paul-wedgwood-interview/
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