The Official SMITE Magazine Issue #11 | Page 54

INTERVIEW noob, and if I am just in a test environment, I can spam a character’s melee against air to evaluate the standing versus moving presentation without my team hating me or an enemy Ne Zha ulting me out of it or something. The great thing about SMITE is that you don’t need to play to appreciate it. The Ao Kuang re-do was distinctly a hard production arc, and I put some serious production hours in on the dragon/ultimate presentation. When I could see and hear the impact of that presentation live at the SWC, I couldn’t help but be glad the effort put in had such a dramatic gameplay impact. Q: Is there anything that you can tell us about what you’re currently working on? A: Well, we are giving a classic god, one of the first SMITE gods, a re-vamp, so that is fun but he was great fun to work on. He was simple and over-due. [This interview was written prior despite becoming production complex because we to the announcement that this god is Ymir!] We could put strong focus on his prime characteristic. also just finished Bellona, (Bell-ona, not Balona), Q: Do you play SMITE at all? And, if which has built in animation complexity by her you do, how is it to see creations you spent design with her weapons swaps, and it was a dozens of hours working on, in a game? fun challenge to try to stretch her presentation A: Sadly, I don’t really do more these days than as much as possible with the time we had. ■ review things in progress in the test maps, which By Kris West is probably for the best - competitively I am a total 54 The SMITE Community Magazine Issue #11 The GameOn Magazine