If you're a Guns of Icarus
fan, an indie fan, or just a gamer interested in the creative process, you should take a few minutes to read the ongoing dev diary from Muse
CEO Howard Tsao
and co-authors Eric Chung and Tim Doolen at Gamasutra. Part two
was published this morning, and it tackles the dev team's development struggles in the aftermath of part one's
"Designs on paper are rarely any good until they're tested in some form," Tsao says. "Ultimately, everything begins with low fidelity (cards, dice, paper, and role play) prototypes but sometimes jumping straight into digital prototypes is required. At the time, it was important to move fast and find results quickly and in this it case meant one person going from ideation, designing interaction flow, to digital prototype. A combination of flexible responsibility, knowledge, and Unity's low barrier to entry made it possible."