Former DMA Design staffer Steve Hammond spills the beans.
Steve Hammond worked for DMA Design as a writer, amongst other things, whose credits include Hired Guns, Uniracers/Unirally and a brief stint on GTA, from which he is still recovering. After spending most of the 21st century in the aerospace industry, he is now a freelance writer with several novels in development. This piece originally appeared on Scottish Games and Steve’s DMA Design blog. It is republished here with full permission. All images were kindly supplied by Mike Dailly.
“Development Hell” is a well-known term for the painful gestation of a Hollywood movie. Whether modern AAA games suffer the same problems from concept to release, I don’t know personally, but I am certain that they do. I am currently reading Tales From Development Hell, and whilst the movie industry is not the games industry, there are some themes I’m finding painfully familiar. I previously wrote about Hired Guns and the freedom it offered me in writing. Body Harvest proved to be the antithesis. I didn’t find it to be the most enjoyable of projects, and I wasn’t alone. DMA itself, in contrast to the early days, wasn’t an entirely happy place to work at that time.
Read the full article on timeextension.com
Former DMA Design staffer Steve Hammond spills the beans.
Steve Hammond worked for DMA Design as a writer, amongst other things, whose credits include Hired Guns, Uniracers/Unirally and a brief stint on GTA, from which he is still recovering. After spending most of the 21st century in the aerospace industry, he is now a freelance writer with several novels in development. This piece originally appeared on Scottish Games and Steve’s DMA Design blog. It is republished here with full permission. All images were kindly supplied by Mike Dailly.
“Development Hell” is a well-known term for the painful gestation of a Hollywood movie. Whether modern AAA games suffer the same problems from concept to release, I don’t know personally, but I am certain that they do. I am currently reading Tales From Development Hell, and whilst the movie industry is not the games industry, there are some themes I’m finding painfully familiar. I previously wrote about Hired Guns and the freedom it offered me in writing. Body Harvest proved to be the antithesis. I didn’t find it to be the most enjoyable of projects, and I wasn’t alone. DMA itself, in contrast to the early days, wasn’t an entirely happy place to work at that time.
Read the full article on timeextension.com