Archive for the ‘ Delirium ’ Category

Delirium: A Postmortem

Roughly two years ago, I began work on a project that would later become known as “Delirium.” The project was intended to be a 2D horror platformer made in XNA, and over the course of its development, was featured in university publications and sponsored by our university to attend GDC in hopes of showing off the game. Despite the wonderful efforts of the team and all of the hard work we put into the game, it was never released past an early demo, and the project ultimately ended in May of 2012. Although this post is long overdue, I chose not to write up a postmortem until the realizations of our successes, failures, and what we learned had fully sunk in. The following write-up will examine what exactly the Delirium team did right and wrong, why the project failed, and what we can take away from it all, even a year later.

 

team_delirium

 

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Starting and Maintaining Your Own Game Project: Part 2

A while back, I posted part one of two on starting and maintaining your own game project, so now the time has come for part two! Part one was all about starting up a project, but part two is more about the maintenance side of things. This post will focus on ways of setting up and organizing a schedule, communicating with your team, keeping your team motivated, and tips for dealing with common problems I’ve come across during my work on Delirium. If you missed part one, you can find it here: Project Planning and Team Recruitment.

 

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Starting and Maintaining Your Own Game Project: Part 1

As you probably know, I’ve been rather busy working on my game project, Delirium. (Don’t worry, I’m still working on those UDK videos, too!) We’re currently preparing for an upcoming pitch for possible sponsorship to GDC, but I thought I’d do a post about what it’s like to start up your own game project, and, more importantly, keep it running. This post marks part one of the guide, which details project planning and team recruitment. This will mostly be a guide for anyone who hasn’t started their own project before, but it will also include some helpful tips that I’ve learned through my own experiences.

 

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