Gamasutra have an interesting feature tracking the creation of MYST IV from the perspectives of several members of Ubisoft who worked on the title. Split into sections on what went right and what went wrong, one of the problems listed was an influx of 50 new employees for the pre-production:
Less than eight employees from the original pre-production team finished the project. With this high turnover rate we lost precious experience. We learned the hard way that in pre-production you must have a very small dedicated team and you should never start game production before the story, the design, artistic direction and technologies are ready and fully tested. A creative director and a production manager with strong power and vision at the beginning of the project would have helped clarify the focus of the game and the processes as well. - Nicolas Beaudette, Lead Programmer
Postmortem: Myst IV - Revelation
MYST IV: Revelation website
Download a free demo (191 MB)
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Myst Island Birthday Cake
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