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Two months sounds unrealistic to ship a polished game, even though Unity is a very productive platform.

I've done a GDC demo in Unity in one month with a team of about 7. It was a good concept demo, but not polished enough to release as a product.

I also shipped a Unity game in about 2 months, doing all the programming and art, with predictable results. The game-play needs polish, and let's not even talk about the visuals.

Games really do benefit from iteration. In some sense, this is the danger of trying to schedule a game project. It's a great way to build some life-less me too game. Often the most successful new games have had schedule disasters that forced almost complete re-writes.



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