It's free to join Gamasutra!|Have a question? Want to know who runs this site? Here you go.|Targeting the game development market with your product or service? Get info on advertising here.||For altering your contact information or changing email subscription preferences.
Registered members can log in here.Back to the home page.

Search articles, jobs, buyers guide, and more.

by Brain Upton
Gamasutra
January 21, 2000

This article originally appeared in the
May 1999 issue of:

Printer Friendly Version

Letters to the Editor:
Write a letter
View all letters


Features

 

Contents

Introduction

The Production

What Went Right

What Went Wrong

In the End

In the End…

Rainbow Six’s development cycle was a 21-month roller coaster ride. The project was too ambitious from the start, particularly with the undersized, inexperienced team with which we began. We survived major overhauls of the graphics, networking, and simulation software late in the development cycle, as well as two changes of engineering leads within six months. By all rights, the final product should have been a buggy, unplayable mess. The reason it’s not is that lots of very talented people put in lots of hard work.

I’m not going to say that Rainbow Six is the perfect game, but it is almost exactly the game that we originally set out to make back in 1996, both in look and game play. And the lessons that we’ve learned from the Rainbow Six production cycle have already been rolled into the next round of Red Storm products. Our current focus is on getting solid designs done up front and solid testing done on the back end — and on making great games, of course.

The Rainbow Six development team.

 

Rainbow Six

Red Storm Entertainment
Morrisville, N.C.
(919) 460-1776

http://www.redstorm.com

Release Date: August 1998

Intended Platform: Windows 95/98

Team Size: Sixteen full-time and six part time developers.

Critical Development Hardware: 400 MHz Pentium II w/64 MB RAM and a 3D accelerator.

Critical Development Software: Microsoft Visual C++, Sourcesafe, Hiprof, Boundschecker, and 3D Sutdio Max.

Brian Upton is the director of production design at Red Storm Entertainment. He as a Masters degree in computer science from the University of North Carolina at Chapel Hill and spent ten years as a graphics programmer before making the jump to full- time game designer. He can be reached at brian.upton@redstorm.com.

________________________________________________________

[Back to] Introduction


join | contact us | advertise | write | my profile
news | features | companies | jobs | resumes | education | product guide | projects | store



Copyright © 2003 CMP Media LLC

privacy policy
| terms of service