4 Months For A Game: How To Self-Publish Quickly As A Small Studio?
A CTO shares how a small game studio self-published a high-quality MMO prototype in just four months, defying traditional AAA development models.
Samuel Kahn is a game software engineer and engine architect, formerly of Ubisoft’s Snowdrop Engine and CryEngine, now CTO and co-founder of Darewise in Paris. He writes about game engine architecture, tools, and workflows, and contributes to the game development community.
9 articles from this blog
A CTO shares how a small game studio self-published a high-quality MMO prototype in just four months, defying traditional AAA development models.
A developer shares insights and tips from a presentation on using Perforce for game development tools and infrastructure.
A final verdict on the best source control systems for game development, comparing Git, Perforce, PlasticSCM, and Subversion.
Analyzes Subversion (SVN) as a source control solution for game development, discussing its history, features, and relevance for indie teams.
An evaluation of Plastic SCM, a version control system designed for game development, comparing its features and history to Git and Perforce.
Explores why Perforce is the dominant source control system in AAA and large-scale game development, comparing it to Git.
Analyzes Git's strengths and limitations for game development, introducing GitCentral as a tailored solution.
Analyzes source control options for game development, focusing on challenges with binary assets and team workflows.
A technical article exploring a custom, high-performance RTTI and dynamic_cast implementation for C++, aimed at game engine development.