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Neverwinter nights 1
Neverwinter nights 1













neverwinter nights 1

We formed a tight communication network, with the leads in each area summarizing daily challenges, potential pitfalls, and areas of concern. With the NWN team growing at the end to upwards of 75 people, communication of the goals of the project, and the day-to-day development decisions, became a critical necessity. Coordination of such a large team presented us with a number of unique management challenges, and in retrospect we learned a number of lessons regarding managing huge projects, many of which are described in this article.ġ. Not only did the final game feature a large number of programmed features, but we also had hundreds of monsters, thousands of custom scripts, and a substantial single- or multiplayer campaign (featuring 60 to 100 hours of gameplay). As a result, we had an extremely large team working on Neverwinter Nights.Īt its peak, the team numbered more than 75 people - with 22 programmers working on aspects as diverse as the game client, independent servers, the Dungeon Master client, and the world creation tools (the BioWare Aurora Neverwinter Toolset).

neverwinter nights 1 neverwinter nights 1

Our goal was to create a game with significant impact, while also delivering on all of our goals. Neverwinter Nights was the largest and most ambitious project BioWare has yet undertaken, beyond the 250-hour Baldur's Gate II: Shadows of Amn.















Neverwinter nights 1