Today is my one year anniversary at @SupergiantGames! #Hades is the first professional game I have had the honor of working on from its early stages. In one short year I've had the opportunity to design levels, enemies, boss fights, and gameplay systems in this Greek Underworld.
Its been surreal to watch people from around the world play the game and have a good time with it. I don't take this for granted and it only fuels me to want to keep help making the game even better.
I am so grateful to have been taken a chance on by such an amazing group of people and to get to work on a game with a passionate, positive, and loving community. The best part is, we're just getting started!
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You'll notice that the design kit included:
- Walls: full cover (projectiles & movement), half cover (only movement)
- Gameplay: traps, pillars, tables, urns, exits.
Temp art/lighting in the greybox was minimized to keep it clear what is a critical gameplay object. 2/19
Here is a behind-the-scenes look at our Editor View, where we place all of the spawn points, script targets, etc.
Foes are categorized and prefer to spawn on spawn points of their type, though anything can spawn anywhere when needed. 3/19
So last week I beat Sekiro and I've been unable to stop thinking about it since. It's one of my favorite games in recent memory.
Which was actually kind of a surprise to me given that all the previous From Software games I've played have been unable to grip me past the first act.
Some thoughts on the differences that made this game 'click' with me:
1) The clarity of stats and avenues to power gain. 2) The focus on a single weapon and combat style. 3) Forgiving healing, death, retry loop. 4) Generally reduced grind around key utility items.
This new trailer really hit home for me just how much the game has evolved over the last year. Its crazy how fast that time has flown by. Can't wait to see more people check out the game as we get closer and closer to 1.0 💀🔥⚔️!
On a more personal note, there is something emotionally significant to seeing a game I worked on headlining Steam.
It may sound silly but back 10 years ago when my aspirations to become a game developer were reaching their tipping point, Steam was becoming the place to be, especially for ambitious new developers. Naturally it's where I daydreamed of one day seeing something I helped make.