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