SuperGiant Games’ own Bastion was the first title to kick off this years ‘Summer of Arcade’ on Xbox360. Even before release we knew we had something special here – through it’s rich setting as the world builds around you.
If you didn’t know, this spectacle was brought to you, not from a big budget development team, but from a small devoted group of people. One of which agreed to bring you the following interview to recap the post release feelings of Bastion, how it come to life and what’s in store for us next.
Let me introduce to you, the man who was in charge of writing and design, Greg Kasavin:
Did you find that working in a smaller team was more beneficial and rewarding? And do you think it provided a sense of charm to Bastion?
Greg: I can’t say enough good things about what it’s like working on a smaller team and on this team in particular. The cofounders of Supergiant Games and I used to work together at Electronic Arts in Los Angeles, on the Command & Conquer team. It was a great, high-performance team, but at the same time, we never could have made a game like Bastion working for EA. Our small team size here at Supergiant not only meant fewer people were around to shoot down any of our ideas for what could make an interesting play experience, we were also able to work much faster than usual. If someone on the team has an idea, we can typically get it into the game in the same day in some form. Rapid iteration is the best way to get to a high-quality result.
What’s more, each individual on our team was as invested as possible in the end result, because he or she owned a major portion of the game experience. For example, without Darren Korb our game wouldn’t have had its incredible soundtrack or audio. Without Logan Cunningham, it wouldn’t have had its voice that’s so essential to its character. And so on. Gavin Simon wrote all our tools and created a game engine that could run fast and smooth, plus he did all the gameplay programming. Andrew Wang got the whole thing running beautifully on the Xbox 360 — we couldn’t have shipped a console game anytime soon without him. Amir ran the whole studio while serving as lead designer. I wrote the story and narration. To whatever extent the game is charming, I think that’s partially a byproduct of the game being unfiltered. We didn’t have too many cooks in the kitchen so the output of our individual efforts I think was very true to our intentions.