
“That’s something you need to embrace if you plan to release early, especially if you’re independent with loose or looser deadlines. He recalls that the first version of the game Squad published, “wasn’t nearly as good-looking – or even much good.” This was an essential part of the lesson, though: “I learned to accept that the game is an evolving thing, rather than an unfinished version of a final idea,” he says. I think working like this, as long as you keep up the pace and the enthusiasm, quality emerges naturally.” We go back, we tweak what we’re not happy with, and it ends up working or looking better than last time. If I’ve learned anything about this, it’s that quality is something the project picks up over time. “It’s also not a matter of being a perfectionist. “I think the quality of the game isn’t something that’s necessarily related to the size of the team or the amount of resources,” he says. Suffice to say, it’s a long way from firing off explosives in the back yard.įalanghe is aware that the project is an ambitious one, but isn’t perturbed.

Now, Falanghe leads a team that has employed some 25 people all told, and is knee-deep in development on a game that allows players to create and manage their own space program, by building and flying spacecraft, and trying to help the beloved Kerbals fulfill their ultimate mission of conquering space. But the concept stuck with Falanghe as he made his way through college studying game design, and grew over time into a pet project.
