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Video: The design process of Scale

Scale made a splash this morning showing off an innovative FPS mechanic inspired by developer Steve Swink's work as a 3D modeler. Here, Swink takes viewers inside the game's design process and philosophy.

Kris Ligman, Blogger

October 18, 2013

1 Min Read

Earlier today we cast a spotlight on Steve Swink's Scale, an FPS inspired by the developer's experience in 3D modeling. In the video above, Swink goes into further detail about the project, in particular the game's design process. While the first two minutes of the video are primarily a presentation for Kickstarter backers, starting at approximately 2 minutes in Swink segues into an 8 minute microtalk, covering what the team tried and then decided on with some of the game's core behaviors. "My tendency was -- and I think this is a common tendency that a lot of people have -- to play a game that was really good and [the developers] did so many things right, but here's what I would have done different," Swink says in the video. Swink then walks viewers through a rather detailed design talk of Scale's core mechanics, why the team homed in on the behaviors that they did, and what alternatives they explored to get to that point. If you are interested in Scale, or just an in-depth and frank exploration of one developer's design process, the video above comes highly recommended. Click here to view the video starting at the design talk at 1:50.

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