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The Making of Prince of Persia

#Management #Leadership #GameDesign #Design #Software #Engineering #Processes

I finished reading this today. book authored by Jordan Mechner, who also created the classic arcade game itself.Prince of Persia":) This game had a flat world that came to life thanks to cool animations, interesting mechanics and puzzle elements that were required to pass on the way to the princess. In addition, this toy was fighting on swords with guards, skeletons and even his shadow. Interestingly, most of the game was made by Jordan himself, who was a game designer, programmer, music co-writer and god knows who else - all to release the game at the level he wanted. This book presents the diaries of the creator of the game, which he wrote with 1985 yearly 1993. In these diaries, we see a recent Yale graduate who had already made a hit game.Karateka" He is leaving his parents to start work on a game that has taken him a long time. 4 year and was released only in 1989. In fact, the book I’m talking about has been released. 30- the anniversary of the game and contains, in addition to the diaries of the young Jordan, also records of the old Jordan, which are brought to the wide margins of the book.

The book was interesting and here are the moments I took for myself. Jordan had a hard time coping with the success that found him after Karateka became a hit while he was still a student. Success is sometimes harder than failure. He found it difficult to balance his love of games and writing movie scripts—both of which were good, but games were his vocation. When you succeed, it is difficult to understand what to choose as a point of application of your efforts.

  • The game was great, got great reviews from all the journalists, but at first it didn't sell much. BroderbundThe game's publisher wasn't all right with marketing. An example of how bad marketing and promotion can bury a great product Jordan, using Broderbund as an example, reflects on how as a company grows, enthusiasts are washed out of it and bureaucracy appears. An example of how a company’s culture changes as it grows Comparison of the creation of the first and second versions of the game, where the first worked as a leader and enthusiast and overcame obstacles, the second everything was put on industrial rails and went like oil. Jordan even says in his diaries that Broderbund is a company that can produce sequels perfectly:)

As a result, the book is definitely worth reading in order to understand how games used to be made and how software development processes looked in the late eighties and early nineties:)

#Management #Leadership #GameDesign #Design #Software #Engineering #Processes