Developer: Berzerk StudioPublisher: The Arcade CrewRelease Date: February 15 2022 Platforms: Steam, Win10, Xbox, Playstation, Switch Number of Developers: A good dozen Length of Development: 11 years Budget: Considerably more than a potato salad Development Tools: Prototyped in Flash, launched in Unity3d
Eleven years ago, we set out to make the hardest, goriest, coolest homage to games of our childhood we could do, over the course of a weekend, in Flash. Three entire console generations, two (three-ish?) engine changes, the studio almost closing down, twenty-one Adam Sandler movies, murder hornets and a pandemic later, we published it on all platforms last Valentine’s Day. This is Infernax’s Postmortem of the things we didn’t forget/repress over the course of the past decade.
When Infernax started out in 2011, it was going to be a ten-day project made by an artist and a coder. We hired a friend to do a handful of chiptune loops, bought about $20 Canadian worth of wav files on shockwavesounds dot com for SFX, and our marketing plan was landing on the frontpage of Newgrounds. When we launched, the credit roll was about as long as most Netflix shows.
There is something endearing and comforting when developing small scale games with as few people as humanly possible, but like a great man once (mostly) said, “you were so preoccupied with whether you could you didn’t stop to think if you should.”
Most studios can accomplish anything if they put their mind to it, but is it really the best use of your time and resources though? For us, the quality of the game jumped tenfold the moment we started adding experts in their fields to the team, not only by making what was already completed a ton better, but their help also freed our own
Read more on gamedeveloper.com