We’ve always had fun at CW, we’re a pretty close knit group of friends. Sure, it’ll probably always be a bit stressful, and it’s a LOT of hard work, but if it stops being fun, you’re just not doing it right. The third big lesson was a simple one, but an important one. You have to know what you’re making, and make sure everybody else knows too. You can compromise with a lot of things, but if you compromise with the heart of the game, it dies. Second, I learned that it’s important to stay true to what your game is, at its heart. From that point on, all I wanted was to make something that had something (no matter how big or small) important to say, something to give. Basically, I’d had the undivided attention of hundreds of thousands of people, but I didn’t try to say anything meaningful to them. It was a bit of a shock to me when I realized just what that meant. The thing is, despite all its failings, that fighting game did really well. The finished game ended up VERY far from what we set out to make, in a number of ways, but the good thing is that we at least learned a lot from it.įirst of all, I learned that it wasn’t enough for me to focus on the technical side. That ended up as our first bigger project, and quite honestly, things could have gone better. We’ve always like physics based gameplay, so I came up with an idea for a totally physics driven fighting game. The first attempt to do that focused purely on technology. We usually worked with tiny budgets and minimal dev time, but we were super productive, and really great friends.Įventually, we felt the need to do something that was more OUR thing. We put out a ton of smaller games, mostly sports stuff – skiing, snowmobile racing and such. The philosophy was basically that game development is a wonderful job, and we had a ton of fun working together, so we weren't too worried about what type of games we were making. We were kind of pragmatic about the games we made back then. This was in 2005, and that's when I joined. It did really well, and more games like it were made. One demo had snow in it, and that lead to CW’s first publishing deal - an alpine skiing game. In the early days, they created a bunch of little demos, many of which were inspired by classic C64 and Amiga gaming, a background that the Coldwood founders all shared.
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