The troubled development of Final Fantasy XIII that had been caused by the simultaneous creation of the company-wide engine Crystal Tools gave reason to rethink the production process for high-budget games at Square Enix. For Final Fantasy XIII-2, the team consulted the European subsidiary Eidos to more closely adapt a Western approach to game development. As a consequence, monthly schedules and project milestones were introduced to better monitor the staff members' progress.[24] Furthermore, unlike its predecessor, Final Fantasy XIII-2 was not entirely developed in-house; Japanese studio tri-Ace was contracted to help out with aspects of the game design, art and programming.[25] This was done to keep the number of internal staff members on the game lower. The contributions of external developers were planned and clearly divided beforehand to achieve a more structured team organization. Concept videos and frequent test playing during production helped constantly engage the staff and keep to the original vision of the game.[24]
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