Classic Postmortem: GoldenEye 007

31K views · 6 years ago · talk · intermediate · historical

GoldenEye 007's director gives a GDC Classic Postmortem on making the 1997 Nintendo 64 shooter at Rare. He recounts what went right and wrong, including how a team with little game-making experience got through development.

HN people recommend it for its candid view that a big game is a multifaceted team effort, with an inexperienced team trying things veterans would have avoided.

“He thought it was one of their strengths as they came up with stuff that seasoned developers would never have tried.”

3 comments from Hacker News

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@wfme2023 · in “Classic Postmortem: GoldenEye 007”
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@danbolt2022 · in “The Boschian Horror of ‘Elden Ring’”
I really appreciated a GDC talk from one of the designers of _GoldenEye 007_ who was very critical of auteur theory. [1] He seemed very understanding of the multifaceted nature of big games. [1] ▶ this video
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@Hikikomori2023 · in “Half-Life: 25th Anniversary Documentary [video]”
He's correct. Martin Hollis was game director and had worked on one game before, cant remember if he was the only one that had worked on a game before or if they had one more, the rest of the team had never worked on a game. He thought it was one of their strengths as they came up with stuff that seasoned developers would never have tried. Here's his GDC postmortem presentation: ▶ this video
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