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.)