ABSTRACT

Working on game technology is an iterative process. From game to game, we try to reuse as many systems as we can, but this leaves us in a situation where few substantial changes can be made to our already proven and solid solutions. At the same time, the creative nature of games is craving for changes, prototyping and testing new ideas, many of which come during production or even near the end of a project, when the risk of breaking things is at its peak. Can we do something to offer a risk-free environment to work on those potentially game changing ideas, or should we let them go?