Polygon

Development is hard, and it’s time that got reported, in detail, across a long time

Development is hard, and it’s time that got reported, in detail, across a long time

Our reporting cycle when it comes to games is usually based around the big shows, the vertical slices, and the milestones. We embed trailers and screenshots, and we interview a lead designer here and there about how hard it is to make a game. This article is part one of what I hope to be a very frequent look at the development of a single game, across an entire year.

It's neat that Polygon has the time, staff, and money to do this sort of thing, and I think it's going to pay off for Defense Grid 2 in the long term. When you see how the sausage is made you often feel a sort of ownership by proxy, and you want to the see the personalities involved do well. Part one of this series, linked here, is already great. I can't wait to read the rest.