Gamasutra is featuring a lengthy postmortem of “Grimm”. The article was primarily written by Grimm’s producer Wim Coveliers with contributions by all of the Spicy Horse team. It does a good job in detailing the high-level things that went right and wrong during the production of Grimm. From the article:
Going into production, we knew we had a lot on our hands: we were going to develop the world’s first weekly episodic game, and we had exactly one year before the first episodes were scheduled to air.
Since nobody had done a project with these variables, we had to create most of our scheduling and pipelines from scratch, based on the team’s instincts and varied experience.
Now, a year and a half after starting development of our prototype, eight episodes of Grimm have been released; sixteen more episodes will be distributed in the next several months.
The game has been very well received: it has become the best-selling game on the GameTap service, and with plans to bring it to other digital distribution platforms, the future looks very bright for Grimm (however much he hates bright things himself!)
And while the article provides some interesting insights, it barely scratches the surface of the story – the energy, ideas, pain, and joy that went into building a new studio in China while developing a first-of-kind episodic game. One thing that always amazes me are the personal stories carried by the individuals in our team – the backgrounds, travels, adventures, loves, losses, and other unique elements that make the people, and in turn the team, what they are… A really beautiful thing.
I’m proud to have been a part of it all. And hopeful for what the future holds in store for Spicy Horse. As we head into the New Year (Chinese!), I’m wishing everyone prosperity, health, and happiness.
Bring on the Year of the Cow! Moo!