The Big Crunch Countdown, Episode 9

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Big sigh of relief. I fixed the graphical glitch. That was the hardest bug of the game, at almost 12 hours to fix. Additionally, the deep concern about size constraints has evaporated now that we definitely fit under Nintendo's maximum package size. I've sent off our first submission for basic checking, and am mailing out the ESRB demo reels today.

Yeah, we might actually ship this thing! It's funny. I've shipped a number of games over the years and while I was always proud of my team's work (I have never worked on a game I thought was just bad) and excited to see it released, as an employee of a studio there is never a weighty sense of foreboding in your gut--the lead butterflies that wake you up at night to remind you you're still alive. This time around, Bruiser and Scratch is more than just another notch on a resume, it's our one egg in our basket. We hope it's a good egg. :-)

And we're not really done yet, either. Even though the game portion is nearly sealed, other than a few minor translation issues, I still have a huge amount of behind the scenes work to do, like filming, editing, and scoring our game trailers, grabbing good screenshots, doing interviews, press releases, getting our video on the Nintendo channel, completely redoing our web site (which will take a huge amount of work to get in shape to show off the game). All non-game stuff, but very necessary. The last thing I want is for Bruiser and Scratch to go out with a whimper rather than a bang.