Polygon: All Posts by Dan Jolleyhttps://cdn.vox-cdn.com/community_logos/42931/favicon.ico2014-12-05T14:25:48-05:00https://www.polygon.com/authors/dan-jolley/rss2014-12-05T14:25:48-05:002014-12-05T14:25:48-05:00Behind the scenes of game development as a professional American
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<p>When I joined the <em>Dying Light </em>team in the spring of 2014, the developer, Techland, had a long-standing problem – one shared by many other developers in the industry.</p>
<p>The problem didn't involve any issues with creating fun, immersive, successful games; Their <a class="sbn-auto-link" href="/franchise/call-of-juarez/1463">Call of Juarez</a> series was a long-standing fan favorite, and they scored massive hits with <i><a class="sbn-auto-link" href="/game/dead-island/1514">Dead Island</a></i> and <i><a class="sbn-auto-link" href="/game/dead-island-riptide/3635">Dead Island: Riptide</a></i>. They knew how to tell a solid story, too, with talented writing teams led by novelist Rafał W. Orkan.</p>
<p>No, the problem they faced involved something that has received more attention this year than ever before: The treatment and perception of female characters in games.</p>
<p>This wasn't just a single-faceted issue for Techland, unfortunately. The Polish...</p>
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<a href="https://www.polygon.com/2014/12/5/7341147/dying-light-professional-american">Continue reading…</a>
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https://www.polygon.com/2014/12/5/7341147/dying-light-professional-americanDan Jolley