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Darkest dungeon pt br
Darkest dungeon pt br





darkest dungeon pt br

Early Access is also really great for being able to alter your production plan depending on reception-a big reception can be a clear signal to invest even more in the project and pull in some of the wishlist items (there are always wishlist items) and turn them into reality. The ability to get something into fans’ hands faster, kick the tires of the systems, and give those fans the opportunity to help shape the finishing of the game are both really important to us. Although there are some massive differences in structure between DD1 and DD2, the sequel is still very appropriate for an Early Access type approach. It’s no secret that we are big fans of the Early Access model, but we also are advocates for only doing Early Access if it makes sense for the specific game. What development structure do you expect to take? Will Early Access be a good fit for this project? The Color of Madness (June 2018) added a new region, new enemies and bosses, and a horrifying comet. We enjoy each other’s company, share drinks and play games together, but above all, we value hard work and passion. Open, ego-less discussion and brainstorming are an important part of our process-our goal as a team is to find the best possible choice, and we enjoy challenging each other and playing devil’s advocate in pursuit of that end. We have grown to 14 at this point, and anticipate adding another half-dozen more in the coming 18 months. Cultural fit is extremely important to us, and we aren’t in a rush to grow. How many people is Red Hook Studios right now, and is that size something you'd like to maintain throughout this project, or change as you continue development? How would you describe the culture of the studio? and that’s all we’re going to say about that for now. In Darkest Dungeon 2, we’re giving players a glimpse of the supernatural apocalypse twisting and distorting the world beyond the estate. Will the sequel be focused on the Estate and its surroundings, or a new location? We think it’s easier to do that while remaining somewhat small.ĭarkest Dungeon's corrupted setting is an inseparable part of its appeal. We put a lot of value on finding the right people and giving them an environment to be motivated creatively. Ultimately, a game is only as good as the team you have making it.

darkest dungeon pt br darkest dungeon pt br

However, the small team agility and creativity is still key, and we look to keep that. We can afford to be a bit more sensible this time around, and have been growing staff to match scope more reliably and realistically. It took its toll on us physically and mentally, just like an epic Warrens clearing run. We created a lot of Darkest Dungeon with only five people on the team.







Darkest dungeon pt br