“The sky is the limit,” is typically the line someone tells you when you have a dream. “Sunny boy, the sky is the limit.” Yes, yes it is, good sir! But sometimes, you just have to sit back, curse to yourself, and realize that you have limitations.
With our great idea in mind, we figured Kackle Studios would hit the market with a bang. We would take the mobile world while fist pumping. We started documenting our idea to ensure the whole team was on the same page. This documentation essentially became our design doc so we could all start planning ahead. As silly as this may sound, our design doc became a backbone to our game development. It resolved common disputes, planned our research and most importantly, it helped us recognize our limitations.
We visualized our game to have all these cool animation, characters with nifty effects, fancy flashy levels all wrapped nicely in a awesome storyline. However, our resources were limited, our art team was already working to the bone, and dreaming this big would probably give us a release date like Duke Nukem Forever, a game that took 15+ years to develop. It became pretty frustrating, and even demotivating. We wanted our game to work!
After regrouping and looking at our timeline, we knew we had to change our game concept to something simpler but neat. Something we could handle given our resources. This is how Ultimate Big 2 was formed.



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