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Zeno Clash Postmortem

The Zeno Clash Postmortem on Gamasutra looks back at the ups and downs of ACE Team's first-person fighting game. They start off describing a failed Lithtech-engine game that preceded this project, how that scaled back their ambitions for its follow-up, and how they developed Zeno Clash in a living room to save on office expenses. Moving on to the game, they discuss things that went right, including creating the visual impression of a large universe, sticking with their aggressive artistic vision, choosing the Source engine to go with their digital distribution, and their unusual reaction to the game being pirated. Among the things they felt went wrong were the creation of too much art to prototype, problems getting the lighting right, an unpredictable development process with no design document, lack of multiplayer support, and more.

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