{"id":56151,"date":"2018-10-19T22:07:00","date_gmt":"2018-10-19T22:07:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/329011"},"modified":"2018-10-19T22:07:00","modified_gmt":"2018-10-19T22:07:00","slug":"video-the-development-process-of-klei-entertainments-shank","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2018\/10\/19\/video-the-development-process-of-klei-entertainments-shank\/","title":{"rendered":"Video: The development process of Klei Entertainment&#8217;s Shank"},"content":{"rendered":"<p>In this GDC 2011 talk, Klei\u00a0Entertainment&#8217;s Jamie Cheng talks about the development process that gave birth to <em>Shank<\/em>, which would propel Klei onto the global game-making stage.<\/p>\n<p>Cheng discusses how Klei\u00a0was at the verge of bankruptcy during development of its ultra-violent action game\u00a0<em>Shank,\u00a0<\/em>explaining that the situation was so dire the studio introduced temporary (and optional) employee wage reductions with interest in order to finish the game.<\/p>\n<p>Thankfully, after striking a deal with EA Partners which would allow Klei to\u00a0retain creative freedom and IP, the risk paid off when\u00a0<em>Shank<\/em>\u00a0was released in August 2010, selling\u00a041,000 units within the first week.<\/p>\n<p>It was an insightful talk that&#8217;s still\u00a0worth watching, so developers\u00a0shouldn&#8217;t miss the\u00a0opportunity to do so now that it&#8217;s\u00a0<a href=\"https:\/\/www.youtube.com\/watch?v=cCntyU1nlpE\">freely available on the official GDC YouTube channel!<\/a><\/p>\n<p>In addition to this presentation, the\u00a0<a href=\"http:\/\/www.gdcvault.com\/\">GDC Vault<\/a>\u00a0and its accompanying\u00a0<a href=\"https:\/\/www.youtube.com\/channel\/UC0JB7TSe49lg56u6qH8y_MQ\/feed\">YouTube channel<\/a>\u00a0offers numerous other free videos, audio recordings, and slides from many of the recent\u00a0<a href=\"http:\/\/www.gdconf.com\/\">Game Developers Conference events<\/a>, and the service offers even more members-only content for GDC Vault subscribers.<\/p>\n<p>Those who purchased All Access passes to recent events like GDC or VRDC\u00a0already have full access to GDC Vault, and interested parties can apply for the individual subscription via\u00a0<a href=\"http:\/\/www.gdcvault.com\/inquiry\/\">a GDC Vault subscription page<\/a>. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the\u00a0<a href=\"http:\/\/www.gdcvault.com\/demo\/\">GDC Vault group subscription page<\/a>. Finally, current subscribers with access issues can\u00a0<a href=\"http:\/\/www.gdcvault.com\/contact_us.php\">contact GDC Vault technical support<\/a>.<\/p>\n<p><em><strong>Gamasutra and GDC are sibling organizations under parent UBM Americas.<\/strong><\/em><\/p>\n","protected":false},"excerpt":{"rendered":"<p>In this GDC 2011 talk, Klei\u00a0Entertainment&#8217;s Jamie Cheng talks about the development process that gave birth to Shank, which would propel Klei onto the global game-making stage. Cheng discusses how Klei\u00a0was at the verge of bankruptcy during development of its ultra-violent action game\u00a0Shank,\u00a0explaining that the situation was so dire the studio introduced temporary (and optional) [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":56152,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-56151","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/56151","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=56151"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/56151\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/56152"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=56151"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=56151"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=56151"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}