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Shipping Sims 2

This was a talk given at the Game Tech conference in 2004, and covered a lot of the aspects of what it took to ship the Sims 2, along with lessons learnt*. I tried to cover all disciplines, and the intent was to give a broad-brush overview of what goes into making 'big' games with large teams. (Since then, of course, teams have only become larger, though mobile games are providing a refreshing alternative to this.)

(* Disclaimer: I'm sure not everyone on the team would agree with all my conclusions, and indeed in one or two cases that includes my older self.)