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jpodzilla10 karma

Thought I’d kick things off with a couple pics. Here’s one from an early 90s CES show with the TurboGrafx-16 Bonk mascot, and a reprint of cells from Scorpion’s cameo on Comedy Central’s old show, Drawn Together.

jpodzilla9 karma

Kinda partial to Rain, mostly because I did his foley (grunts, hits, yells) in MK Armageddon. :)

jpodzilla8 karma

Listen to your gut.

If you think something's not right, but tell yourself it's not a big deal then 9/10 times it'll later blow up in your face. Cut problems off at the pass, address them now.

jpodzilla8 karma

Glad to be here lunaticlabs! The Bonk series was a lot of fun. Besides graphic fidelity (crazy you can play old TG-16 games on a crappy phone now), the biggest change is team size. On console at least, it used to be 6-9 folks, now it's a frickin' army, both internally and externally. And since headcount is about 80-85% of a game dev's budget then related would be budgets. $50-75 million for a big console game is the norm, if not more, just for dev...amazing.

Sometimes I do look back and wish, but think the industry now is more exciting. There's so many different outlets for games now, and different things you can do. The industry has matured more too, and there are so many different tools for task tracking, schedules, etc. Plus VR is on the horizon, 2016 will be interesting to see how that battle starts shaking out.

jpodzilla7 karma

I'd have to say Mortal Kombat Deadly Alliance. There was a ton of effort into getting the game on those consoles, working with a new game engine (RenderWare), and releasing with a hard deadline. Was very gratifying to see how well it did, including Europe.