Dev Box Interview: Auto Assault’s Producer Hermann Peterscheck
It usually takes a small army to create the video games that we play, and, most of the time, all of the focus gets put on the game itself, and not on the people that came together to make it. Our Dev Box interview feature takes a look at some of the unsung heroes that have committed their lives to entertaining all of us. This week we are giving NetDevil’s Hermann Peterscheck a chance to answer some of our burning questions.
Name: Hermann Peterscheck
What you do: Produce :). Scheduling, task prioritization, design, budget management.
Most recent game worked on: “Auto Assault”
1. What game has most influenced you, and why?
Probably “Ultima Online.” It was the first graphical MMO I played and acted as a nice transition from MUDs to newer MMOs. It’s also what convinced me that getting into MMO development is what I wanted to do.
2. What are you playing right now?
I try pretty much every MMO that comes out, but like the rest of the world “World of Warcraft.” I’m also playing “Fallout 3,” a bit of “Left 4 Dead” and “World of Goo.”
3. What’s the biggest lesson you’ve learned about game development?
It’s much harder than you think it is, even taking into account that you know it’s much harder than you think it is.
4. What’s the best advice you’ve ever gotten?
Polish early, polish often.
5. What do you think is the biggest problem current games suffer from?
I’ll address MMOs since that’s what I know. People underestimate the difficulty and time required to make them and then scale huge teams too early, spend tons of money and push them out before they are ready. We’re getting better at it though :).