KSP2 Developer Interview Reveals New Team Structure, Performance Gains and Many More Details
After Kerbal Space Program “For Science!“ was revealed, I had a chance to sit down with the game’s creative director, Nate Simpson. We had a detailed discussion about development process, why the game didn’t work as well as it should at the beginning of Early Access and what to expect going forward.
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0:00 What you can expect
1:32 Interview starts
1:55 “For Science!“ in December. When exactly?
2:25 Did you expect the fan disappointment?
3:59 How the team structure has changed
6:38 Arriving at better estimates in development
8:22 How are problems from KSP1 still in KSP2?
10:57 Is there really no KSP1 code in KSP2?
13:31 How does the Unity payment model impact KSP2?
14:32 Will Colonies and Interstellar take as long as Science?
15:50 What’s the work ratio between bugfixing and new features?
16:55 How large is the team, really?
19:13 Does “For Science!“ already include the new CBT terrain system?
20:44 What is multicore support going to22:28 mean for performance?
22:28 More details on team setup and Nate’s influence
24:41 Will the publisher pull the plug on KSP2 because of negative reviews?
#ksp2 #kerbalspaceprogram2 #interview
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