We started building in GitHub and using a lot of technologies from outside of gaming, things that larger tech companies use. Perforce requires you to have a whitelisted LAN that operates within a studio to protect and secure your code. We thought more around all the support services, such as our source control, all the way to how we store large files, thinking about alternatives to something like Perforce. We came to the realization that it’s not very well-distributed in that way. Lee: Unreal Engine is still pretty - it was never designed to work remotely. GamesBeat: I was wondering when the engines added all that capability, being able to work on things more remotely. With Godfall, it’s based on Unreal Engine 4. Lee: For Duelyst we ended up writing it on our own. GamesBeat: Did you use a particular game engine for this? Our source control, how to do weeklies, thinking about how to provision our software, things like that. In a lot of ways, I’m not sure we would have been able to ship on time if we hadn’t been building our remote processes for several years. That changed our perspective on how we could develop triple-A quality games, even outside of being in an area physically. We could start to find people outside California. Even though we had an office back in Emeryville, we said, “Hey, this is working nicely.” We didn’t have to compete locally for people in the Bay Area. After that, we started just working remotely, in 2016. What’s interesting is that we started working on our first game, Duelyst, which was Kickstarted. We’re half-a-block away from Pixar, in that area of Emeryville. By 2015 we started an office in Emeryville. We were originally based in San Francisco. GamesBeat: When did Counterplay get started? We both loved next-gen stuff and PC gaming, so we decided to see if we could do something together. We sat next to each other and started talking about games. Warcraft III, Defense of the Ancients, and then I started playing League when I had more free time. I met my cofounder for Counterplay when I came back and joined a League of Legends tournament. That was when I decided to take some time off and travel with my wife to South America. Keith Lee: I transitioned out in 2011-ish. GamesBeat: When did Booyah come to its end? Here’s an edited transcript of our interview. I talked with Lee about his journey and how the company developed Godfall. Gearbox Publishing will publish Godfall on November 12 on the PC and PS5, just in time for the launch of Sony’s new console on November 13. The team crested at about 85 people this year, and Counterplay Games plans to move on to bigger things soon. Godfall grew up to become a launch title and the first game certified for the PS5. Counterplay Games got the attention of Sony, which funded an expansion of the whole effort. The company then moved on to Godfall, working with the Unreal game engine. Their first game was Duelyst, an underrated game blending strategy and cards. The duo founded Counterplay Games as a small indie game studio, with everyone working remotely. In 2014, he got back into gaming with Emil Anticevic. Lee left Booyah in 2011 and disappeared for a while, traveling extensively. Join gaming leaders live this October 25-26 in San Francisco to examine the next big opportunities within the gaming industry.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |