Post Mortem: What Went Wrong in Mech and Weapon Design for Mech Arena and How We Fixed It
summary
A game designer from Plarium examines mistakes made in game design and workflows when creating mechs and weapons for the PvP shooter Mech Arena, explaining which hypotheses and theories failed. He presents the concrete fixes and solutions they implemented that corrected the issues and had positive effects on the project.
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chapters (13)
- 0:00Introduction
- 5:58Company and role
- 13:17Content planning success
- 16:07Mechanics combos
- 19:39Playtests importance
- 24:14Code architecture limits
- 27:28Content workflow
- 31:29No content team
- 34:45Failed shop theories
- 38:19Profit analysis
- 44:30Lessons learned
- 49:09Engine interaction
- 51:34Q&A
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