1. The whole process familiarized
"While working with Trials Evolution, I had a perfect opportunity to see the whole process of triple-A game development," says Vuorinen. "I learned about the various milestones which are included in a triple-A game project from the first playable to the release candidate, and all the tasks related to those." "On the technical side, I learned of course various details related to programming, but also many helpful tools, such as the huge importance of a CPU/GPU profiler to boost up framerate and the importance of making the "code change -> test -> code change" loop as short as possible." On top of these tools, he also learned the importance of libraries like FMOD for sound, and Bullet Physics for physics-based action. "The knowledge I got by using these is now really useful when developing Badland," he adds. "In addition, on the side, I learned about various marketing methods and events, which again brought me useful knowledge. It was also really interesting to experience how the development team worked together, especially sometimes in very stressful situations."2. In-game editors are awesome!
"I must say that by far the most useful knowledge I got when working with Trials Evolution was the in-game editor and all the experience I got when working with it," says Vuorinen."Having the track editor inside the game itself and having level designers using it and testing tracks with the same controller and machine which the end user is also going to use is just awesome. If the level designers would have used some separate in-house PC editor with mouse and keyboard, the in-game editor would have not been nearly as good as it became." As a result of this, Vuorinen believes that the tracks within the game would have also taken a hit in quality, such was the importance of the editor. "I got constant feedback from the level designers on how to improve the editor and its UI to ease the development of the tracks," he adds, "and so the editor, and also the tracks made with it, kept improving all the time." Vuorinen suggest that those studios looking to build an in-game editor to either help with development, or to provide user-creation tools, should consider why they aren't gunning for both. "Why develop an in-house editor for years which is going to be used by only a few people?" he says. "Why not develop the same thing for everyone to use?"
3. Good ideas become awesome in small casual group discussions
"I remember tens, or even hundreds of times when I had some idea and I went to quickly discuss it with one or two of my co-workers (informally, without any scheduled meeting)," Vuorinen tells us. That good idea rapidly evolved into something brilliant, as his colleagues offered their own tweaks here and there to the base concept. "This is something I want to emphasize a lot. But I have to say that this doesn't necessarily work too well in meetings of, say, more than five people, because usually everyone has something to say and the discussion often tends to derail to something irrelevant and the whole discussions just becomes a waste of time," warns Vuorinen. He continues, "Talking about meetings, it's sometimes really surprising how much time can be wasted in meetings where tens of developers gather and some guys end up talking about something that 90 percent of the room does not care or even understand. But, this isn't an easy problem to solve because, on the other hand, these kind of meetings, especially if there are people from different fields of development, can sometimes be really fruitful too, leading to new fresh ideas which can make the game better."