![]() ![]() DMA itself, in contrast to the early days, wasn't an entirely happy place to work at that time.īy 1997, we had expanded to nearly the maximum number of employees we would ever have, being close to 150 people. I didn't find it to be the most enjoyable of projects, and I wasn't alone. Body Harvest proved to be the antithesis. I previously wrote about Hired Guns and the freedom it offered me in writing. I am currently reading Tales From Development Hell, and whilst the movie industry is not the games industry, there are some themes I'm finding painfully familiar. Whether modern AAA games suffer the same problems from concept to release, I don't know personally, but I am certain that they do. "Development Hell" is a well-known term for the painful gestation of a Hollywood movie. All images were kindly supplied by Mike Dailly. It is republished here with full permission. This piece originally appeared on Scottish Games and Steve's DMA Design blog. After spending most of the 21st century in the aerospace industry, he is now a freelance writer with several novels in development. ![]() Steve Hammond worked for DMA Design as a writer, amongst other things, whose credits include Hired Guns, Uniracers/Unirally and a brief stint on GTA, from which he is still recovering. ![]()
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