And so those smaller pieces of feedback are really helpful when we go into design certain mechanics, but overall they still fit into this vision that we have for the game. So I think we've been super fortunate that a lot of our community and players that are playing the game and also coming to the game kind of aligned with the overall vision.īut then you might get feedback from players about the way a specific hero is designed or certain abilities they would like to see in the game. We definitely have a vision of what we want Predecessor to be, but ultimately we're building a game for players, and so it's really important that we take in a lot of their feedback. Robbie Singh: That's one of the hard ones. It's funny you mentioned taking into consideration so much what the fans of it would want, because one of my other questions was about just how much you find yourself pulling from the community and taking those ideas to heart versus like, "This is what the vision is, this is what we're going to do." For us, it was like we had the community first and then we built the game around them. A lot of times people make games and then they start to build a community at some point once they showcase the game or they release a trailer. But it's been really fun and having a community while building a game is really interesting. so that's pretty unique.Īnd the other side is that you end up caring too much and you don't know which is the right direction sometimes, so that can be an interesting challenge being from the other side. I play a lot of MOBAs, and so if I want some feedback or opinions, I literally go to the players and ask them, and we have such a great relationship. And I have such a good relationship with a lot of the people that play. I think one thing that's really helped is that you just have a really good understanding of the players because you kind of are the player. Robbie Singh: I think it has its pros and cons. The community that I had sort rallied around the project and obviously having been the largest content creator for the game, everyone was really inspired, and so I thought, "Why don't we put our own take on what it means to be a third person MOBA." And we just built it from there with our community.Īnd as a former content creator for the game, how do you feel like that has maybe changed your perspective when it comes to the actual development of this project? I started kind of doing the same thing on YouTube and Twitch. We loved the IP, we thought it was really cool. Once Epic released the assets, he was just kind of figuring out what they were doing with the assets, learning a bit about how they built games on the Unreal Engine. And then of course Epic Games shut down the game and my co-founder, Steven, decided to stream game development on Twitch. Spent about two years building my channel and grew to become the largest content creator for Paragon. I was at university at the time and I thought, "I'll make a YouTube channel and see how it goes." I saw an advert for Paragon and the Unreal Engine. I say full-time, but I was working at the time, but I was really focused on content creation. So I think in December they announced that they were shutting down the game and then a couple of months later they announced that they were going to release the assets, and that's about the time that we kind of got started.Īnd before that I was a content creator, so I was making videos on YouTube, doing that full time. I think it started pretty soon after Epic announced that they were releasing the assets on the store. Robbie Singh: We're going back quite some years. Was it pretty soon after the Epic Games announcement? Screen Rant: First, I would just love to know a little bit more about how this project started in the first place.
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