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Re:Valve’s Design Process For Creating Half-Life (1999) by gabemart on Sunday May 18, 2014 @06:14AM (#7762651)
The Cabal met four days a week, six hours a day for five months straight, and then on and off until the end of the project. The meetings were only six hours a day, because after six hours everyone was emotionally and physically drained. The people involved weren’t really able to do any other work during that time, other than read e-mail and write up their daily notes.

I find this a staggering amount of work for the planning stage of a game. Is there anything like this amount of planning at games outside of Valve?

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