Lead Producer David Erosa and Senior Programmer Dani Márquez discuss designing game systems, character movement, console optimizations, and more for Blasphemous II, a Metroidvania game inspired by Spanish folklore. They share insights on modularity, development challenges, and improvements in controls and weapon design.
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Quick takeaways
David Erosa coordinated different aspects of game development for Blasphemous II, ensuring satisfaction of all parties involved.
The games Blasphemous and Blasphemous II draw inspiration from Spanish folklore, creating a unique atmospheric experience for players.
Deep dives
Designing Systems and Development Framework of Blasphemous 2
David Arosa and Danny Marquez discuss their roles in designing the game systems and development framework of Blasphemous 2. David as the producer ensures coordination among different aspects of game development, resolving dependencies, and keeping all parties satisfied. Meanwhile, Danny, the programmer, focused on system architecture and rendering, creating a modular engine in Unity for easier feature implementation. They also talk about the decision to start from scratch for the sequel and the challenges and rewards of this choice.
Influence of Spanish Culture in Blasphemous Series
Blasphemous and its sequel draw inspiration from Spanish folklore, art, and architecture, creating a dark fantasy world with intricate design elements. The games incorporate Spanish cultural references without direct allusions, providing a rich and unique atmosphere. Players experience the influence through gameplay mechanics, aesthetics, and storytelling, enhancing the immersive experience.
Technical Challenges and Console Optimizations for Blasphemous 2
The development team faced technical challenges during the console porting process, particularly on platforms like Switch and PlayStation 4. Memory limitations on certain platforms led to performance issues that required innovative solutions. Optimal game optimization and thread management improved performance, ensuring a smoother gaming experience across different consoles.
Iterative Testing and Player Feedback for Blasphemous 2
The team utilized iterative playtesting sessions to gather player feedback and refine game mechanics. Sessions held a year before release and close to the gold version unveil valuable insights for improvement. Responding to player feedback, adjustments were made to features like the weapon change system and save progress mechanics, ensuring a more engaging and player-friendly experience.
Blasphemous and Blasphemous II are Metroidvania action-adventure games developed by the Spanish studio, The Game Kitchen. The games have a stunning, distinctive pixel art style and atmospheric world which is inspired by Spanish folklore and religious themes. They are known for their challenging combat and intricate level design.
David Erosa is the Lead Producer and Dani Márquez is a Senior Programmer on Blasphemous II. David and Dani join the show today to talk about designing the game systems, the game’s development framework, engineering character movement, console optimizations, and much more.
Joe Nash is a developer, educator, and award-winning community builder, who has worked at companies including GitHub, Twilio, Unity, and PayPal. Joe got his start in software development by creating mods and running servers for Garry’s Mod, and game development remains his favorite way to experience and explore new technologies and concepts.