All publications by tag «Tim Cain»
9 stages of game production according to Tim Cain: from test rooms and “beautiful corner” to Beta and release
Game production consists of many stages, which may differ depending on the specific company or team. Here is how the process works according to Tim Cain, acclaimed developer and one of the creators of Fallout.
Why decline in generalists leads to disjointed games and harms tool quality — explained by Fallout co-creator Tim Cain
Much in the games industry has changed beyond recognition over the past 40 years. But one specific thing that might be an issue not obvious to non-developers is what co-creator of Fallout Tim Cain calls the “decline of generalists.”
Tim Cain on using AI in game development to “make more reactive and richer games with people” rather than replacing them
Tim Cain, co-creator of classic RPGs like Fallout and Arcanum, has opened up about AI and its role in game development. Here is what he thinks about how LLMs and other technologies can benefit humans rather than replace them.
Fallout co-creator Tim Cain on lessons learned from failure: “When you do something right, you don’t always know why it’s right”
Everybody makes mistakes, but not everybody accepts them and learns from them. Tim Cain, prominent game designer and co-creator of some of the most famous RPGs, has opened up about how devs can make better games based on their failures.
Tim Cain on how to write design documents and why systems should always support game’s setting and story
Fallout co-creator Tim Cain has detailed the process of writing design documents and how to avoid situations where people are making different games despite working on the same team. Here are some professional tips from one of the most recognized RPG developers.
Tim Cain on Fallout reactivity and professional limits: “I miss making a game without constant oversight”
Tim Cain, who needs no introduction to any die-hard RPG fan, has recalled the development of the first Fallout, its RPG system, and the importance of creating reactive worlds. He also discussed how the games industry has changed since the 90s.