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Call for Questions...for Supergiant Games!

Hey Patrons,

I'm currently in Orlando on a sort-of family vacation, but in honestly I'm spending most of my time editing both our documentary on Astroneer, and putting the final touches on the second episode of Hades: Developing Hell. Both of which will be coming this month. It's not an ideal situation but we lost traction when our January project was postponed and we're suffering a bit on the Patreon numbers as result, so I'm working hard to make sure we get some cool new stuff on the channel ASAP. 

BUT ALSO, I JUST HAD A COOL IDEA 

We've got a bunch of cool spin-off and bonus videos from this set coming for Patrons, but I had an idea about doing something fun for our community here. Jeremy is filming at the studio this Monday getting some final pick-ups for this episode, but I thought it would be a fun exercise if he spent some time asking the team some of your questions.

So if you want to ask Greg about writing, or Jen about her artowkr, or Darren about your favorite Supergiant soundtrack or Amir about his one white sweater  then stick them in the comments below - I'll pick a handful of them - and we'll ask the folks for a special video. Just your questions, and their answers.

Sound like fun?

Then stick any questions you have in the comments below!

Danny

PS: Lucas Pope Podcast goes up on Monday. Sunday for $5 Patrons.

Call for Questions...for Supergiant Games!

Comments

Thanks for all these folks! We're recording tomorrow - should be fun!

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For anybody, how many times do people ask about a Bastion 2

Nick Grugin

For Greg: Do you still have the cameras from Giant Bomb? If so, any plans to do anything with the footage?

For Amir: How many White Sweatshirts do you honestly own?

Shell Comics

For Amir: what was the toughest part of starting Supergiant from a business perspective? What skill did you not have when you started the company that you had to learn very quickly as you built the business?

Jacob McCourt

Do they consider multiplayer/co-op experiences in their design? Or are they strictly single player focused?

Dorian Young

Is there a reason SG doesn’t do DLC or expansions/sequels to existing IP?

Dorian Young

For Amir: How do you keep a studio like Supergiant afloat between game releases, and what kind of work goes into making sure everyone and everything in the studio is taken care of? When picking a game to work do sales predictions or marketing come in to play at all, and if so in what way? For the whole team: if you had to describe yourself as a kind of sandwich, what would it be? (Totally ripped from a recent Waypoint Radio)

Ethan Thibault

For Darren: Firstly, thank you so much for selling autographed copies of the Bastion soundtrack. It's one of my favourite games/soundtracks ever, and it gives me chills when I listen to it. Secondly, my brother is a musician (pianist/organist) so I know the time and effort it takes to train for a particular instrument or skill-set. He does a lot of choir/accompanist work, but he can't (or doesn't like to) compose - it's incredibly difficult. This makes me wonder - with regards to your style of music, it's SO identifiable as 'your music', as Ben Prunty's music is in other games. Did you consciously develop a particular style that's unique to yourself, or do you just go with what suits the game? How do you start the process for Supergiant? Do you get told what the tone of the game is, or the 'script' of the game before you begin and work from there? I really love your work, so thank you. :)

For Darren: Is he working full time on Supergiant games or he writes his own music between projects? Or he fills his time doing other stuff for studio, bisides music?

Anton Velmozhniy

Amir: How long were you self funding on Bastion before you got help/funding? How did you attract the attention get meetings with publishers? If you could, what advice would you give to yourself when you first started? That first PAX East (if I remember) was huge for you, what do you think were the factors leading up to that point that created such a splash? How did you keep Bastion scoped and resist feature creep? Was there feature creep that you had to cut?

For Darren: what's your favorite track or track you're most proud of from a Supergiant game's soundtrack and why is it Dread Design?

Logan Johnson

What are the first couple meetings like when deciding to develop your next game? What research does Jen Zee do, if any, to prepare for the next game? Do Darren and Jen work closely to get the appropriate ambiance through the combination of the music and art? What are some common disagreements that occur when making your game? What are some common agreements? Lastly, did you ever get that feeling where everything just clicks and the whole team is just like "This is gonna be good."

Chef Peter

If it's about any of their games, I've one about Pyre: When making the game, was your heart more on the role playing/character aspect or sports aspect? Because the characterisation seems balanced between both a lot of the time. The main gameplay aspect is sports, but the rest is role play, your decision and thoughts, yet the role play aspects are tinged with what I know of the aftermath of a match in any sports - the reaction to wins or defeats. Just wondered on what was the biggest pull in that design.

Steve Fiori

My son, Valen, has a question I'm forwarding along: "How do I get my father to kick his addiction to playing Supergiant's games? He just keeps buying them and playing them!"

Dylan Northrup


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