What role did Merscom play in the production of Coyote’s Tale?
Merscom’s role during the production of Coyote’s Tale went well beyond what is normal for a game that follows a separate publisher/developer model. As publisher and producer, Merscom would normally handle creating the game’s high concept, pay for development costs, supervise development to make sure that it meets our vision and schedule, handle QA and testing, oversee the localization process, and distribute the title. But on top of my duties as producer I also handled the design, writing, character art, cut scene creation, menu art, a significant portion of the mini-game art, visual polish on the environments and countless little tasks. So it didn’t follow the normal model at all. So in essence, Merscom was working closely with the developers as an extension to the development team? Yes, you could say that. And while it was very rewarding to play a much bigger role in the game’s development, there were many drawbacks. First of all, my personal workload skyrocketed. I spent many months