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Supergiant believes in a collaborative process, where members discuss their interests and pick the elements that most excite them. One important aspect of Pyre’s development is how the studio decided on which ideas to pursue. “I think what I remember as the motivating factor behind Pyre was we were sick of doing worlds where there was only one person.” “We went wild, and I think we also went wilder than we thought we were gonna go,” says art director Jen Zee. However, it also got a bit experimental and eccentric with NBA Jam-inspired gameplay. For Pyre, the group decided to go bigger, with a party-based RPG and a procedural narrative. The team also felt it had proved that Bastion wasn’t just a flash in the pan, and it was ready to experiment in ways it hadn’t before. “The whole process on Pyre was just much more pleasant than anything we've done before,” Cunningham recalls. New wellness policies, like mandatory vacation, were ensuring members took care of themselves. Their newfound success allowed them to upgrade to a fancier studio, moving to a nicer part of San Francisco right next to a coffee shop and chocolate factory.Īccording to principal voice actor Logan Cunningham, the work/life balance was starting to “click into place,” as more team members were having families. After having so many challenges on Transistor, the group was in a much better place when starting work on Pyre. With two hits under its belt, Supergiant had the urge (and resources) to try something more ambitious. And the team created it in three years, the same time it took to make a much smaller game – Transistor.
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Pyre was all about not dreaming big and learning new skills, even if it meant having to accept some hard lessons along the way. “Because with Hades, we did come back to certain types of ideas that were more comfortable for us.” “It's a game that pushed us creatively in many ways, like more than any game we've ever made, including Hades,” says creative director Greg Kasavin.
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Both fascinating and complex, Pyre gave the studio a chance to take its detailed world-building even further, involve the players and their choices in a meaningful way, and most importantly, experiment with a new style of gameplay.
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After looking at Supergiant’s debut with Bastion and then its follow-up Transistor, we’re finally moving on to its most distinct and involved project: Pyre.įor its third game, Supergiant felt like it was time to increase the challenge and, in the words of studio director Amir Rao, “go bigger across all dimensions.” What resulted is a game unlike any other. We’re also taking the celebration online, sharing the stories behind each of the indie developer’s fantastic titles. In our latest issue of Game Informer, we have a studio profile devoted to Supergiant Games, but we didn’t want to stop there.
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