A Premortem: Lessons Learned So Far, part 1
By Rick,
In the game industry we have a kind of essay that we call a ‘postmortem’. This is usually an article that is written after a game is shipped where the developers examine the project with the benefit of hind-sight. This typically includes what went right, what went wrong, and the lessons learned. This way, developers can learn from each other. After all, a wise man learns from his own mistakes, but a wiser man learns from the mistakes of others.
Of course, we haven’t finished Hegemony, so we can’t write a postmortem yet. However, this is the most ambitious project any of us have ever worked on, and we’ve already learned tonnes, so today I’m starting a two- or three-part series that I’m calling a ‘premortem’. This is the sort of stuff we discuss in the office whenever we’re daydreaming about how we’ll manage our next project. Nothing I’m about to talk about has been proven yet – we won’t know that until the game is released – but these are our lessons learned so far, as we see them today. Continued →




