A couple of weeks ago we had the kickoff meeting for Project Momonga, our upcoming game. This meeting marked the beginning of months of development, and a lot is at stake for us. To start a project like this, you want to make sure that everybody knows what they're up against. You want an assessment of the project as a whole. A SWOT analysis is usually the standard way to make this assessment:
  • Strengths
  • Weaknesses
  • Opportunities
  • Threats

Hi everybody! I'm Tom, I'm currently working as a game artist intern here at Paladin Studios. I am the lead/ main graphic artist on this project, working together with the rest of our art team consisting of Derk de Geus (art director), Niels van Egmond (lead technical artist) and Dominique van Oosterom (3d artist intern).

We run a succesful business these days, and are currently turning it upside down. Here's why! Early 2009, things were not going so well with Paladin. We had a great team, but too little projects, and the crisis started to kick in. It turned out that this would be our worst year ever. Even though we worked almost full-time on EnerCities, we developed it at a loss and had to prefinance a whole bunch. In the third quarter of 2009, we had a huge debt. Our promising clients of 2008 cut their budgets, and we were out of credit. To survive, we had to fire half of the team and seriously cut back on all types of expenses.

I stumbled upon a pretty cool article from Wired. It shows an amazing array of different types of cockpits, ranging from fighter planes to cruise ships. The amount of variables and knobs to tweak varies enormously. There was one big takeaway for me: The number of...