
Elder Scrolls Online Director, Matt Firor
The AIAS Game Maker's Notebook
00:00
How to Scale a Real-Time Gaming Game?
When you started with that team, did you have a plan for how big the team might grow after launch? I probably did, but i'm sure that number was y four times smaller than it actuall being. Ause i came out in 20 14, so that was before there was a viable cloud solution for real time gaming. We had to teach ourselves most of this because it just didn't exist on this scale that make sense.
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