minespatch Posted September 21, 2020 Share Posted September 21, 2020 Surprised this didn't get posted. Link to comment Share on other sites More sharing options...
Developer ImDaMisterL Posted September 21, 2020 Developer Share Posted September 21, 2020 25 minutes ago, minespatch said: Surprised this didn't get posted. I posted it in Off-Topic lol Link to comment Share on other sites More sharing options...
Yuuko Posted September 21, 2020 Share Posted September 21, 2020 I really like that part where he says he wanted to make a game that people just enjoy playing, and where if you die you feel its your fault and that you can learn and do better. This is definitely why I love DS and DST through until today. I'm always excited to see what Klei adds next. Link to comment Share on other sites More sharing options...
NSAiswatchingus Posted September 22, 2020 Share Posted September 22, 2020 I saw this on Reddit last week and was surprised it didn't get much traction there either. Neat little doc and peak into Klei's origin story. Link to comment Share on other sites More sharing options...
camelot Posted September 22, 2020 Share Posted September 22, 2020 https://www.polygon.com/features/2013/5/29/4362838/the-birth-and-re-birth-of-klei Here is another story about Jamie Cheng and Klei you might not read about They had to mortgaged their homes to borrow enough money from the bank to pay everyone’s salaries when finding publisher for Shank. They had to work to meeting impractical release date and the children were coming And so that was the moment they decided to have a flexible release date policy Quote The team broke down what went wrong, quarantining the mistakes that got them into their predicament. There were tons. Production wasn’t structured, time was lost perfecting the wrong things. They’d needed a more flexible release date, and the publisher money had come too late in production. This was the crossroads: What company would Klei become? The team wanted to build Klei to its utmost potential. They also wanted families and lives away from work. And they didn’t want the incessantly soul-muting 80-hour-a-week crunch. No heroics. ”We were doing the change,” Cheng says, “because we knew the kids were coming.” So they set guidelines. When a project needed more time, Cheng needed the confidence to say no to a publisher’s impractical schedule. If that meant canceling games, “we have to be OK with that,” Cheng says. As a father myself, I'm really happy that it worked out for them, especially in current soul-crushing standard working condition of gaming industry Link to comment Share on other sites More sharing options...
mac and cheese Posted September 22, 2020 Share Posted September 22, 2020 I was recommended this vid a couple days ago, and I thought it was really fascinating! Very cool to be able to learn more about Klei's history. Link to comment Share on other sites More sharing options...
ZTheNecromancer Posted September 22, 2020 Share Posted September 22, 2020 7 minutes ago, mac and cheese said: I was recommended this vid a couple days ago, and I thought it was really fascinating! Very cool to be able to learn more about Klei's history. I got it 36 minutes after it was posted. It was pretty interesting. Link to comment Share on other sites More sharing options...
thegreatJash Posted September 22, 2020 Share Posted September 22, 2020 Nice little video. Was cool to see inside the eyes of the founder. Link to comment Share on other sites More sharing options...
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