![]() ![]() Each member contributed to the game in their own ways, but they all agreed that games have to be focused. Throughout the retrospective, IGN interviewed crucial members of Dambuster’s Dead Island 2 team, including Game Director Dave Stenton, Technical Art Director Dan Evans-Lawes, and Creative Director James Worrall. So how did Dambuster convince Deep Silver when it only had one disappointing (but underrated) game in its portfolio? By taking the lessons learned from that project to heart and forming a new game development philosophy: Modern games are too complex. The studio showed off its ideas, got the project, and released Dead Island 2 on April 21st. After the first three studios were dropped, it was Dambuster’s chance to shine and pitch their vision of the zombie-stomping simulator. Dambuster Studios might have finished Dead Island 2, but Techland, Yager Development, and Sumo Digital all did some work on some version of the title beforehand. For those who don’t know, the recently released sequel went through four developers. Recently, IGN posted a retrospective of Dead Island 2 and its troubled development. This sounds like a great strategy, but some developers disagree and believe it is the cause of many problems in the modern game industry. Or to put it bluntly, they want roughly the same experience but with more real estate, mechanics, and story. Whenever a video game’s sequel is announced, fans usually expect the game to hit three checkmarks: the game must be bigger, badder, and better. ![]()
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