good morning everyone good afternoon if you're on the East Coast good evening if you are our developer guests my name is Brian Francis I am a contributing editor at gamma structure calm I am a community manager for Game Developers Conference I and the invisible voice inside your head but today everyone you hear will be an invisible voice inside your head we are here playing greed fall this comes from spiders which is a parisian game development studio that I believe was recently picked up by Big Bend and don't all correct myself in a minute if a is not that recent but today we're checking out greed fall which is a party-based RPG from like I said from spiders just repeating myself there and I am joined by some wonderful take guests who are unfortunately all invisible one of those guests is frequent co-hosts although I haven't gotten hang out with her in a bit on this dream ELISA McAloon ELISA how are you doing hi I'm doing great coffee is kicking in so we are doing a wonderful over here and then over in the
lower left-hand corner screen which would be normally where I've just put this nice image of our hero from great fall I have you will know you won't be seeing them but you will be hearing them are our two guests Claire and Sebastian Claire no I'm fine so it's a good a good evening in fact for us because it's five o'clock in Paris and we will go we will go there and just swim with you so nice really quick Sebastian could you are are you there are you still with us yeah I'm here I hope I said those names right that's right I technically could speak French Claire would you please introduce yourself for our guests yes hello guys I am Kelly J I
was a game producer I'm grateful I was running the company two years ago so during the production of speech folks and that's wonderful to see people to play to our game for one weeks now one week and I hope you can we can share with you some throughout the games and inspire questions it's Sebastian would you mind introducing yourself as well old design game design team and though and quest design team during the project and we're pretty happy to participate streaming to answer your questions we are this is a stream where we talk about how games hit me we talk about the art and the arts and business of making games like green hall um I suppose the
best place to start off is would you both mind explaining how the development of grief all started and what were your roles in and what was sort of each of your jobs when spiders got together and said we're gonna make an RPG about exploring a colonial new world in a fantasy setting so I started like more than three years ago now and we wanted to continue a game based on definition from a British game Technomancer which was also an RPG and regarding all the feedback that we collected from the players from reviews extra wanted to improve the formula so we push we focused on the exploration and we learn to craft bigger and better to improve that also wanted to enhance the combat system that we will talk
about this later I think we will have combat and to give more predictable or tactical feeling on the fighting systems and we wanted to push the different ways to solve quest that was appreciated under our previous project but now we wanted to push it further so we have started with that and we chained regarding all the game China and feeling of the game and after we work on the universe with the art director cinematic artist and with John to create a new universe that helps to us to support old the game to appearance so discovering and Merlin was a good setting to encourage the exploration for the player so started like that Claire
would you mind explaining how your so we we began to develop the games three years ago so is that that's well our longer development time here at the beginning we were getting to two years of development and then wife discussed with our permission to increase development time in order to make a better game that is to say we're really focused on the last six months and really also small settings for level design and we have made a lot of play tests with our publisher which focus on interactive in order to to correct some mistakes that we add in the game especially for combats that fighting system also for the tactical tools which was a big challenge for us to create
this tactical tools because it was really new compared to compared to our previous game then we have also changed several times some things in the game concerning the way we travel in the in the game for example we have added some some points to tell apart from one place to another more points to travel for example it was something present at the beginning of the development but we have we make some iteration on development with the player community and with play tests to enter the game experience and also cause we are required to small studio well forty people so it's not a big but virtual is really huge it has a challenge to do such a big game with such a small team and also we have tried to have corrected
a lot of bugs more than three thousand I guess also with our publisher of course when you kind of have that conversation you're two years into development and your choices are basically boiled down to do we extend development do we crunch or do we cut fit cut features how does that conversation kind of play out how do you decide the route that you want to take and how do you kind of work through that complicated issue in fact the main idea spiders more how can we do a better game and we are told we have talked a lot with our propecia to to make decisions difficult decisions sometimes to see what we continue to improve and what we don't how much time we add to the development and is it really necessary to at this development time
but we had the chance to be able to make a better game with that not not too much constraints concerning a lunch date in fact mmm we go we have gone through a stronger iterative process make a lot of situation for the fighting system for example law for tactical poza etc so we we focused on iteration on the mend contents and improving it as much as possible trying to the government's home we are taking your questions in chat if you have something you particularly like to ask there and Sebastian we would love to yes just concerning the streaming search we just have met service aha is your native companion who's with you during the game
and yes she will represent the native faction in fact so the native people yeah we're gonna we're have some questions about some of the sort of some of the narrative content in a few moments but because we've got you know we like to we like to take opportunities to ask questions and asking our guests work background sebastian let's dive into sort of the gameplay of of greed fall um this is different from Technomancer this is a pretty different game what's kind of the foundation for making a sort of step it's similar that it's a stabbed urban RPG but it's also different in that I think a lot more these stats influence the way the choices in the game branch out forth for for your character would you be able to explain like sort of the foundation that spiders worked on for for building this RPG and why it sort of did it that way we want to give up thinning with stat matters and we wanted to give more
control on random stats for example on our previous game you was having critical it system based on random choice chances to trigger the critical effect and here we work on on a fury bar that gives the player that control to trigger is free attack when he wants it it's one of the pillars that we put on and also the character development is not class paid we've got three main presets in the skill tree and we wanted to give the player the free opportunity to specialize himself and to specialize and just different builds inside one single run also we wanted to have more range of weapons we got many different type of weapons with big
weapon families and we wanted the player to have a good invention regarding objects that you can find on enemies and follows him to use any weapons that human enemies uses in the game reason he wanted also to give a more tactical feeling with the tactical pose which shoulders you to display all the details on the stats on your attack etc and in the menus for example like indirect menu you can have access to advanced statistics wanted to have an accessible game for people like narratives branching stories of a valid also have a core mechanic hair pitches for people who like more Dragon Age games or even
people who like old-school RPG such as barges carried for example and with tactical polls you can play almost as a turn-based game for example for few moments and take the time to manage them in situation and all the stats was the player to find solution regarding down the weaknesses of the enemies with the tactical pose you can analyze what are the strengths of weakness on your chain targets and add up your strategy your tactics becoming that so we work a lot that we decide our fridges game yeah that's um that's actually really interesting they think what do you think is the difference between like when a game when game developers go into a game they they often use specific structural restraints like classes like only allowing certain weapons and builds on a run in order to manage the scope of the work and to
manage what you know what combat encounters will feel like in such how did you accommodate for building a system where you wanted players to have more openness in the character tree than than on your previous games um first we started with first as the first iteration of the skits she works very huge it was motivated but we work a lot on the improvement like every skill as every skill point should empower your character so we decided to focus to a smaller skill tree but with different type of skill that costs one to three points we kept active skill that costs two points passive skill that cost one point ultimate skills that cost free point and that represent the ultimate skill tree of the three main archetypes so it at the beginning we didn't notify
to the player that we have three type of main styles that you can mix up but we decided to have players to understand that there are three main orientations but you can hear we want to fill the player that he keeps in mind that you can specialize in different ways in the same time so we choose to made a skill tree that is more circular and where you start at the center and regarding how you want to develop it you can you can put your point in different there are directions also we wanted to have that mature skill tree something like that which skills that impact the story and your adventure and not only to combat so we work on talents it's a system that we
started to have on Technomancer and we push it further than that by adding some talent one that always you to progress in the levels for example truth you will balance or it's on on a full tree or to jump across smaller smaller holes and we had also kerosene our intuition that you can use on dialogue or to find secrets messages on the environments right on we are going to bounce around for all the questions ELISA is there anything you would like to get in before everyone I was kind of gonna ask following up on that when you give players all those different ways to pick up different skill points and different options to resolve an encounter where they can talk their way through something they can
have a secret dialogue thing how do you kind of manage your quest design and your discoveries like designing conversations that give players plenty of options without making them feel funneled into one specific route for an expansive game like this it was iterative process a lot with app latest and testing go west also regarding the team in each other twists but it was an odd job for the quest designer to to make the different passes regarding some quest the most important was to make the player worse that she can do a different path if he had the right skills he knows if all all elements are identity player the game cool to have some give a false
vision of the linear game so for example the prologue that you have played before every quest we put an accent on showing on the level design which door are locked to to make the clues for players like they should have a key or if I have lock picking up I can lockpick here and it's it's a lot of work and the balance between level design and quest design and on in the dialogue you get feedback that you don't have the intuition talent point for example it will appear in red so okay this option is blocked because I don't have the right time so maybe I will invest in that talent it to find another opportunity to resolve the quest for example regarding the narrative
branching we work a lot with how so the writers challenge and resource also works iteratively with the quest designers to to change some elements in quest and we do a lot of iteration during the writing after the first rough quest design so should you make it balanced on all the old game yes and we have also you know we are using our own unjoin so with the psyche secon child and for this game we have also developed a new noodle system for quests so it was really something better to create multi branches stories with visual system it's a older systems and Quest design and dialogue system are
using nodal tools towards us to to do many different type of branching and to visually work with the branching on the screens to help us to different situations yeah and all the complexity in all the situations and relationships between one question another because there is a main quest that's also there is SciQuest companion quests and in fact quest instructions and everything is quite interconnected so of course it was a big really big walk for all the team here to connect everything all together and to create a global a global story which is we open interesting for the players right on I'm gonna jump to our chat real quick before I've got I've got sort of got some follow-up questions about that but statue step frequent
friend of the show is hanging out in twitch chat I'm gonna go briefly Shanna to our salon 20 as well for truck think you go through dropping by the stream today such that has a lot of great questions you will probably pull them out throughout the stream but what I would like to grab him first is this question how far did you work on iterations of different ideas before deciding to continue with a given idea or whether you need to scrap it was there anything that sort of lasted a while and development but didn't quite make the cut we we work a little bit on on paperwork but we quickly always try to have a first iteration on the run Jane and did you see what she is or where things can can leaked it depending on now on the different parts for example we got like free tuition
around like that of the filing system free big attrition through all the developments regarding past some quests we're having like one or two iteration that some quest can have up to 18 tarish their position again because middle quest in the game cannot can be really affected by the previous plastic surgery so we are committed bigger iteration on the quest of the game and ending also in the fact sometimes you think that the paper the idea on paper is great and when you integrate it it's not so well for the player and what is the important is not to a good idea on paper is to have a good idea for the game experience so sometimes we have decided to cut the
content it arrives few times which arise sometimes most of the time for us simplifying the contained and doing iteration in order to make what we had in mind really interesting in the game experience i see that somebody is asking if it's it takes more time to do some iteration on my point of view it takes some time but it's really better to do it like that instead of creating all the game as it was in the end of only one person and then at the end understanding that everything is not so great for the player so I think really iteration is the good way working on small details every time for
example citizen was talking about the iteration for the fighter for the fighting system but also we have done some iteration on the environment because some of them were too big so we have decided to reduce them we also decided to add some small details in places where it was not planned at the beginning always for the same reason because we ended to make the game experience interesting for players and yes on my photo view is the only way to do it is to reduce one time two times three times up to the right results different things during iteration can can be affected for example sometimes it duration on combat system was mostly UI iteration more than animation iteration or stuff like that so during the
development the iteration doesn't focuses on the same work type of job so depending on that we we have more intuition that we can count and others for its people some time quest design was affected um how the player was using the local map so we had to work a lot of our local map UI to make the different as readable to make the play understand which where he had to go following the quests no Melissa thoughts the question ball your way in just a moment because I am trying to balance RPG things and talking to people the
same time and it's always hard but there's one really cool feature I wanted to ask about Sebastian and Claire so we've seen so far I've now traveled through two different areas on the way to my quest test nation and in between and the second that the that the next level began loading I was popped into a campsite where I could talk to my companions and do do inventory management there's a merchant here who looks like he wants to help me out this is really cool I've never seen a game sort of skip past it instead of using a loading screen give you a like a kind of an option to just sort of hang about your base and do stuff while the level loaded what did it take to implement that or maybe I've seen examples like it but I haven't certainly haven't seen it in RPG like this so what do you have a specific question on that well yeah where did you come up with the idea and how were you able to make it okay access can us in the British game Technomancer we were having some dialogue cutscenes when you travel from
location to others using that system that why we were loading we were having some cutscenes dialogue with choices etc and a it was like we wanted a game where you explore different location and go and come back from different locations users to report stuff to to continue your your journey and it was like we had some kind of constraint loading so we have the ID that let's make this country on our strengths because we are able to load little area during the show little area during the loading so we have that idea that many MGP players up to make some rest scenes to manage the inventory to upgrade their character talk to our
convenience etc and we thought that it was a good idea to take that moment of the loading screen to help to encourage players to manage this character to a great character to have other static RPG adventure like menu all the men you can play inside that that loading screen so that the ID come up like that and technically we were having a small protector developers pushed further to hold the player to move around and and this is how the camera come up dude okay basically you have a merchant you have you have your store storing crates and you have your companion you can treat your sidequest evolving your Russian or well Russian ship with with them and
also you can see we have a home in every town also that is similar to that and also we wanted to make a relation with all the fire camps that you can find in the game to setup shortcuts on all the different areas so this is how all can cancel the reloading system right on I'm Claire while we were before we move on from this topic was there anything about implementing a system like that that was different than and how other games you were other games you worked on not really in fact loading is always a moment where we need to keep the player involved in the game and having this area is a really big is a interesting idea because you have something to do here but concerning the development it
is also a challenge cause it's a loading so we don't need to have a time to load this area in more of flooding the game so it has to be really light and interesting for players so the main idea was to further some action which takes time and will be useful for the player like working on your staff or talking to two imagined it was easy to do and not too hard to produce in fact a light to load right on ELISA do you have any questions yeah I wanted to circle back you mentioned that your engine that you're using is in an in-house one for the
freight is it the same engine that you've used in past titles or did you kind of build it from the ground up I'd say it's the same engine that about since more than 2 News now it's just yeah the the engine was built same as the companies we wished it on the 17 is there do you think cuz obviously managing an in-house engine requires a level of work that you don't get or that you see with um especially with the smaller team so would you say that there is the benefit to working with your own engine kind of makes all that XD extra work and the extra team members acquired worth worth it they're on my foot of you it has advantages for example we can develop the tools we need especially for a feature so for examples in the novel system for quests is exactly what we
engine by so the localization system that we have to create the game in multiple languages sighs to what we need exactly for this project so I think our own online is really useful because we can develop what we want when we want it but but of course that's to say we don't have updates like for example you on unreal of course you have updates from the developers and there are many many more people working on the engines compared to us and that's what is sometimes a little bit difficult to say that's to say maintaining the level of quality that we need for our inner sunshine with a small team is a challenge of
every day mhm but we manage our own updates so we have a better control when the current Chinese updating we know that what will be added and it is always oriented on the project to update the project so it's I think more easier to know which of that will affect your project rather than a meter where when updates are general update for every people will use this engine so maybe some of it can be on wrong way regarding how you want to make sure game on the middleware played on moving on we're about halfway through our stream focus of years that we love taking questions that you sent we're gonna grab a follow up question from here in a second but we also want to hear your questions join statue stat in the ranks of default
to ask questions on the GC twist channel as I make my way here through this adventure as we just watched some pretty disturbing scene just in a second ago we are going to quickly follow up on statch stats questions so he kind of asks when you have a trouble with you when you're having trouble with an in-house engine you can't Google or go on to forums as you would with the Unreal or unity engines when you're running into a particular bug or challenge but I guess the flip side of that coin is you don't need Google Google is your your in the a developer down and you know across its it's a prefer to to speak with the engine developer Derek she don't Google it yes we get people who have cancer exactly in this video so I Google might be have the right it's sad she said we do appreciate and love your questions I'm just trying to
celebrate your your choices while well begging for questions from our other listeners begging you know what I always sensitive desperate third Sebastian let's let's dive a little bit into the content of greed Paul I think we've had a nice chat about design and written tools development um there's first one question that I feel like we need to we'd like to talk about greed fall sort of as has an interesting setting I think for both of our countries just because we both both of our countries have such interesting overlaps with this fantasy setting in our each of our respective histories the as we just saw in greed fall you are a visitor from a far-off industrialized nation coming to this island that has a native population it has magic and monsters so there's we're gonna preface I'm gonna preface this question by saying obviously this is not a historical game there's not a real historical context hanging over this but there are still huge metaphor is hanging over every every moment of the game when tackling
the tone of there in the United States we are still reckoning with this history in many different ways whether um like you can people say you know art our age of colonialism is hundreds of years past and as a matter of all in reality we're still dealing with the impact it had even in legal cases that are still in our court system today um how did you I know this is maybe a question for other members of your team and I'm curious what your thoughts were about approaching a a subject like this about sort of the invasion and occupation of other lands especially the ends where people were already residing there and I'm curious if y'all had any thoughts about portraying that content and what your how you would navigate doing it in a way you thought would would interest players and make them think and Jen how it would reflect to their understanding of these events one of the main acts of reflection when we constructed there the universe was also made in a position between
civilization and nature which is more an actual an actual subject today with our civilization and the planet in the nature so we started first by thinking about that type of setting before a more iced Oracle inspired setting mm-hmm after regarding the faction we didn't want a like a white situation like bad guys and good guys we wanted some grey inspiration like every every faction out there motivation but maybe the lack of informations and this is why the probably catching the wrong way and wanted to put the player in the situation like a diplomatic person that tried to make people able in a way or
another but people are not the old faction are not the faction that want to do bad things necessarily they are doing things because they want you for example to say find the true for the malecon the continent stuff like that so it was about the thing that we wanted to talk about than colonization stuff this was more than the subject we want to choose the players so an interesting interesting things the game is light for one weeks now one week and in fact Spanish people say oh that's inspired by our Spanish history Portuguese people are the same French people too and American people say that it's really it's rated to our American
history so in fact it's interesting to see that people identify their own culture in this a story which is not true it's it's a fiction crate from scratch with people from the continent which does not exist with an island which does not exist and it's really interesting to see how people interact interact with with that we wanted to bring in humanity during our all the different faction and all the interaction and I think that if this is why many people from different countries and with different historical past can go follow-up question and unless unless you have have you heard
from any folks from I mean it's it's a it's a great to hear that people from different cultures have have weighed in and said oh man like this feels like art history shows like art history have you heard from any folks who are from different native populations who have had thoughts about this game we don't have specific feedback on that I think that we don't have we we inspire a lot of guy lakin Celtic populations for for the energy people so and now how they are all of this provision has evolved today so he sees it's kind of the same type of feedbacks I guess we don't have learnt to take feedback like yeah like we had people identify to native as the good people I think
because they are invaded and so it's a situation that nobody wants invaders so I think that every every players many players take the next Eva as allies in the game so we cannot see if people are more or just they want to protect nature and want to protect people that are grunting - bound to their ground [Music] oh no I am through I have some questions about combat but we haven't seen combat yet so my questions oh well I missed it sorry wow you don't
appreciate my bears I don't appreciate very laughs for one suit you mentioned the tactical pause quite a bit earlier when you're talking about developing as an iterative process and I guess I haven't played this yet and I haven't seen much of tech romancer unfortunately but you've made it sound like the tactical bodies as a feature that's quite different from what you've had in the past yeah we know precision it was like an active pause with a circular Rajyam system so we moved on our real toes because tactical was octopus was feeling putting the player in danger like he was almost taking a hit and he wasn't able
to choose a large portion for it so should you move to a closer we'll post that that for sister came and that's players to pick up the right thing regarding the situation after we moved from a regional menu to add our menu not because they told us to not not to avoid limitation regarding the Roger menu a regimen you will be will have six lot ten slot but when when it's done it's done yep to keep the symmetry regarding the design etc here we were free to had additional type of potions and we add for example the revolutions for that allows you to refer to your companion and we had it like at the end of
development that we were free I think that because we even have the rajah limitations so it was a quite interesting to add 3d content on the game to balance it and to add more choices to the player yeah it seems like an interesting reflection of some of those like RPG and skill tree systems you mentioned earlier on that give players a lot of options to approach things how they want and as their own skills dictate I'm gonna I'm gonna jump in with another question Claire we're back to sort of the narrative content in the game content there's sort of one thing that I think is a painful contradiction in game development which is handcrafted interesting content is the thing that players especially ones like myself loving the door it is also takes lots of time to create
and create well in fact one one little detail that I don't know I don't know how late in development has put it I really appreciated the cam work during these cutscenes because I loved the way it sort of creature on these characters for a minute but I also know that the kind of thing that someone has to place that camera even if it's a procedural camera it has to be made procedural um what was spiders solution for especially with branching content we talked about how content like it can vary for the player depending on the choices they made in the skills they put up what was your strategy for keeping all that content organized and efficiently made I think that we had all the content ready in a raft at the two third of the production that say everything was ready one year one year ago and then we branch all together in the same time for concerning concerning the dialogues just
we have created a new system for this game that allow you for dialogues to have a traumatic chimera and that's great these dynamic dialogues from one people try another with different point of view jury into dialogues it was something something new we have also decided at the beginning of the game that there is some key point in the story which needs some cutscenes there is a little bit less cut since that's what we admire at the beginning of the development but there is still more than 1 hour and 30 minutes I guess it's more than yeah when I were in half so that's quite huge for our small size sorry what was the crush the picnic oh how did you manage just manage all of the games content ah yeah what was your top sort of your broad it was what was
difficult is there is so much text to record and we had voices only all the voices at the end of the development because of course it takes so much time to record to record all these dialogues with all the actors and that changed the feeling of the game a lot to have the voice over or not and we were focused on civil details in the same time in the last third of production that is to say we need to improve the fighting system we need to improve the ten quests we are a little bit boring to make them more interesting but we can't change part of the text because that such is already recorded for example so that's this that
kind of things are on the top of our edge during the last session when we fetch all things together there is also a part concerning GUI because GUI is important in RPG games and there is so much to chase so much information that we need to connect all together we have changed the GUI a lot of times mainly from scratch to chance and then maybe I don't know 15 different iterations something like that to have the right to have also right information the same time on screen and not too much everywhere but that's the reason an RPG after having too much stats everywhere information that you don't need when you fight against an enemy but you need some other information for example here you just add an information concerning the factions on the top right for this specific place but you don't need to
have this kind of information all places of the game and it was yeah it was a big deal to connect everything at the end and to enhance the global experience because there is more than 35 hours in the main quest but you jump to more than 60 hours if you do all the side quests and we were not sure before branching altogether that's it it would be fun so it was a terrifying we know what we do of either being we will be lucky a lot of things that we control in how we create the game and Cyrus are risks that when we branch all together that will be that we not be as so great as what we had in mind and then the only
way you have to do it is to reduce several times to make it better if you have to add oh no you're gonna you're gonna say I don't I guess Sebastian we're gonna jump in yeah no no I know the answer is going to be something on the lines of it's like it's you can kind of only go with you got when you're in a situation like that but um is there anything that helps you determine when it's good enough like the half for you like you said you like it's terrifying you're you're working and you're working and you're you don't know if it's all going to work together it may be that we still prototyping a lot at the beginning during the fictional prototype a lot small things before putting it all together in the game so that reduce the risk a little bit very good when you're
working on prototyping sorry and uh like it's going to that iterative process that has been like really critical to the game's development from what you guys have been saying how do you know when something's good enough cuz like I'm the kind of person where if I go through and keep like polishing and polishing and trying to make something better I will be at it until the day I die because it's never never good enough like is it it like feedback within the team is there some kind of like communication system you guys have worked out to help you know when to set a feature down and let it be it's quite hard it's we always have game developer we always have the thing that the things are never really finished actually we are working there on the next patch so we we see our improvement and we can always make improvement but I think that we you get to to put your pen on the desk and it's many times during the
production and and the game has to be written and such a date so there's a time where it's had to be ready and the fact is that we we I think the the right way to to know it it's to not to look at the picture that we are working on that how the picture is represented in the game and what is the state the global state of the game so we have to keep balance every every feature - you have a constant Venetian polish in all the game because different type of politia if for example we had those things really polish and something unpolished aside it
will trigger the player and pull him out of the game but you keep the same balancing between the all different things you will allow the constant experience and gameplay experience so I think that well that the best way is to stop to work on it take a step back playing on the game and see if we have to push further on that feature or maybe go back to another feature or maybe sometime develop a new feature that lacks global experience in fact playtests we're also very useful for that cuz on firstly tests for example there is some feature where on red that's to say okay we can't we can't continue with this feature like that and we have improve it improve it and improve it and there is one moment where it becomes green on platters that's to
say okay players say that's enough we have fun with feature and then you know that what you have provided is a nurse fun for the players but you can still improve it a little bit for what you want to propose to the player that's yeah when you greet a feature then you know that's in US and you can make it better but it's not an obligation anymore in fact sometimes also if in the play test the feature is not mentioned that could be also a type that okay the feature is good enough because it is not mentioned so it doesn't lack some or it doesn't it isn't it's not the best feature ever but if it's not on the core experience that's good enough our stream here so I'll just advise folks in chat
if there's any questions you particularly would like answered we'd love to we would love to ask them Sebastian and Claire this has been really fun this has been a really great I feel like I've learned a lot about how brief all the main I mean that super sincerely I am currently for doing just doing some wheeling and I am a sidequest fiend in these kind of games I will not stop until I will not go on the main quest until I have completed the tiniest side quests like the volcano could be burning the background the end of the world could be beginning and I will be there Colleary on my side quest log because that's down a player I am I suppose my final question this is kind of a production question I know France has super great labor laws and we talked a lot of French developers and we talked about crunch it's a very different conversation in the United States because the the underlying legal
structure is different though the games like this especially with a only a 40 person team I can't get over that number 40 people was so small to me games like this still take a lot of energy making a lot of time and a lot of passion and what do you think was effective about managing people's time so that the team didn't have to pull incredibly long hours to the point that it was affecting their health if unless you did have to pull pretty long hours and and um maybe that's something is that wrong as I'd say at the beginning our here we prefer extend extend the time development than crunching example so there is really there is shoot no people here we are doing crunch just part of our company politics here to say that we need people enthusiasts and safe at work and do not working 20 hours a day because of course game development
when it's 2 or 3 years it's long and it's better if people are great in the game and they want to continue to working on it instead of everybody is totally tired and don't want to work on it anymore what is difficult is sometimes when we extend the development time people had in mind that that will be finished for example I don't know in last March and it's extended to June and when we make the decision to extend development time sometimes that could be difficult and it's been difficult for people but because everybody here is knows that that's better for the game and that we not do some extra hours most of the time it's great everybody is okay to to continue working in the game
they are I hope it's on special questions was of course it's really something it's something really important for us that people at spiders feel great about the production yeah I also I Loki apologize and that I really honestly believe that discussions about this topic take more time than the five minutes at the end of a stream so I appreciate your your the practice of your answer even in that context Alyssa do you have any questions you want to get in before we wrap it up I'm burned through my list with that I will begin closing things down thank you all for watching the GGC Twitter channel this is a place where just like we do at GGC we talk about how games are made and the people we talk to the people who make them today we've been playing Green fall but if you check back in the next couple weeks we're checking out some other really cool games one of them I'm very excited about I guess I can go ahead and announce it
next week we're gonna be talking to the developers who worked on the original Jedi Knight to Jedi Outcast those are the folks of Raven software which is still around they are just making games under Activision so we are going to be talking to them next week the week after that we are in looking looks like we're gonna be talking to the folks from Finn G about the making of Overland so we've got some really just like in September when all the great games are coming out and there's too many games near your steam your epic your ps4 backlogs are full just so - is our backlog lated with amazing devs to talk to I'm really excited about Jenna and I - because that was a game I played a lot when I was 12 13 14 years old and getting to talk to the people who worked on that is gonna be really good with that we'd love it if for folks who are new if you click the follow button you'll get live and you'll get a notification when we're going on those interviews otherwise this channel is pretty dedicated to just running some classic GBC talks and you know we'd like it if you follow us um sebastian and claire if they have more questions about the making of the game where should they
ask them on contact address I think yeah you can send each image to our contact address yes you can also post your questions on the focused interactive forum and we try to answer as soon as we can all right on with that I will wish everyone a happy Wednesday enjoy enjoy in the middle of the week I hope wherever you are your morning's your work is going well and thank you very much for for for this stream and have a good day cause for us it's 6 p.m. bye bye thank you
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Game Developers Conference · 2026
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