However, the greater scope of the sequel posed some problems for the Cabal Process, so we had to tweak it until it worked for us again. ![]() ![]() Needless to say, when design began on Half-Life 2, we had great interest in applying the same structure and principles to its development, too. While building Half-Life, which shipped in November 1998, Valve created a method of decentralized design called the Cabal Process (described in this article on Gamasutra), which used a small cabal of a few people from various disciplines to tackle the design. ![]() This article originally appeared in the November 2005 issue of Game Developer magazine.
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