Nick Waanders (@nickwaanders), founder of Slick Entertainment, about “Creating games faster by doing everything twice” (Development)
Giant monolithic engine and shared data between the editor and the engine create too many dependencies and long load times. Nick’s approach is to build games in two phases: Prototype & Editor and Final Game.
In the first phase, Prototype & Editor, a game goes from nothing to 80% complete. What helps development here is flexible code, easy to use UI system and garbage collection. On the other hand, for the Final Game, the goals are fast execution, fast loading, clean and portable code.
How can development teams marry those conflicting set of requirements? Nick’s talk addresses those issues and offer his solution.