Fallen Earth : State of the Game: January 2009
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Fallen Earth : State of the Game: January 2009


As we start a New Year and ramp up for launch, we at Fallen Earth wanted to take a moment to review some milestones of 2008. We are also excited about many changes we’ve recently made to improve the player experience and look forward to milestones in the near future.

         In 2008, we began a new production method to provide clear timelines for each town, as well as a place for artists, designers, scripters and QA to mix ideas and stay on the same page. Earlier on, we went back and forth between the design team and the art department with no real communication or verification of what the town would look like or what the teams wanted. Some good ideas were lost due to lack of communication, and we lacked solid deadlines and processes for QA. By implementing the scrum method, we have eliminated many communication issues between different teams working on the same end product and we have solidified our goals and deadlines.

         We also recreated many towns in the first sector and thoroughly reviewed the rest. That’s a huge amount of content:

75,000+ text strings

Almost 5,500 missions

6,000+ items

14,000+ unique characters/creatures

143,000+ in game objects

70 towns

600+ hrs of content

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