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Machinima Development - bugfixing

BloodSpell Development Updates

Machinima Development - bugfixing

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And then, there's another part to Machinima development too. That being bugfixing.

Again, there is always a point in a Machinima project where everything seems to grind to a halt, and the number of things that's needed to be fixed is growing more rapidly than said things are being fixed. We're not talking about major creation tasks, but little tweaks, additions and changes, asset tracking tasks, etc.

I've recently had an epiphany on this subject. You see, what's happening here is that film-making, just like software engineering or games design, has a bug-fixing phase.

That might seem obvious, but I'm always wary of comparing movie making too directly to software engineering. But I've been observing Strange Company working to get pre-production finished, and there's all the hallmarks of a QA period there - accelerating bug lists, highly unreliable schedules, and so on.

Hmm, interesting. And what's more interesting is that this will occur at the end of each phase of production after development - pre, post and production.

And that implies we can use software engineering techniques to minimise it.

(Bloodspell is going well. We are indeed in crunch time. More pretties coming soon).
  • Again, there is always a point in a (Machinima) project where everything seems to grind to a halt, and the number of things that's needed to be fixed is growing more rapidly than said things are being fixed. We're not talking about major creation tasks, but little tweaks, additions and changes, asset tracking tasks, etc.

    Doesn't this apply to most creative projects? Certainly I've ever been involved in. It's a kind of aesthetic sod's law.
    • It's much more pronounced in Machinima, from what I've seen, but I think that's largely due to the amount of things that are being created.

      Hmm, interesting. I think I see an article mapping software development to storytelling coming up.

      (The bug-fixing period does depend on the amount of winging you can do when the story goes "live" - for example, table-top RPGs are almost free of it when you're only running for one group as opposed to publishing, because you can fill in gaps on the fly.)
  • (half of that was in italics, by the by)
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