Learning to scope to the team’s strengths

Programmer for Sudd City Interactive here. I wanted to talk a bit about the history of our Sudd City Games and why you should design games around the teams strengths rather than what seems like an obvious genre for a dream game you’d like to make.

The three of us have been working on the Sudd City characters and world for a long time. They started as stories as notes passed between us in high school classes ( hashtag 90s kids. ) The core of the Sudd City stories were just about a group of super hero friends hanging out.

This is the 4th wave of Sudd City Games we’ve tried to make, and here’s a brief history of what worked and what hasn’t.

The first Sudd City Games 2002

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