![]() But the culture was in turmoil - half the company yearned for the popcap dev cycles of old that took their time and invested fun in every nook and cranny of the game (even if it took 4 years: see PvZ), and half the company was being looking at Bejeweled Blitz and how to expand and replicate that. Large expansion of teams working on the fb games and tried to pivot (too late) to mobile games. The company was gearing up to be sold for about a year before I left, cancelled every non-sequel non-mobile title in prototyping or development. The cultural lights were in the process of going out at that company when I left - it was the reason I left. As much as I don't like EA - in this case it wasn't EA at all. I worked at PopCap from 2006-2011, left a few months before the buyout. /r/GamePhysics - Clips of game physics shining and glitchingĭesign based on /r/FlatBlue created by /u/creesch. ![]()
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