Cezary Sko­rupka Level de­signer and writer


What was the trick to get­ting the time me­chanic work­ing?

When you look at the games that were made af­ter Su­per­hot the think­ing seems to be, ‘Let’s make a game first then add the time only moves when you move me­chanic af­ter.’ And it doesn’t work, ever. So we did ev­ery­thing the other way around. We per­fected the time-mov­ing me­chanic first then worked out ev­ery­thing we could do that would dis­play it and make it en­joy­able to play. We spent a lot of time mak­ing a co­he­sive plot and us­ing it to con­nect all the lev­els to­gether.

How much did you change for Su­per­hot VR?

Ba­si­cally we had to make the game from the ground up. We knew we had to keep some stuff like the aes­thet­ics, time moves only when you move, etc. But the rest was un­known. We quickly dis­cov­ered that some things work re­ally well in VR, like dodg­ing bul­lets, grab­bing weapons in mid-air and shoot­ing at close range, so we built a lot around that. Also, we re­built ev­ery level from scratch, added a new mode called Hacker Room and wrote a new, sim­pler story. So yes. It started as a sim­ple port and changed into a to­tally dif­fer­ent game.

What was the most dif­fi­cult as­pect of mak­ing the game work in VR?

Throw­ing stuff in slow mo­tion. It’s a night­mare and I think we ul­ti­mately failed at it. The prob­lem is, every­body in­stinc­tively feels how it should work but when time moves only when you move the tim­ing changes so you end up drop­ping ev­ery­thing at your own feet. We tried some­thing like six dif­fer­ent ap­proaches, but noth­ing worked and the so­lu­tions of­ten cre­ated other prob­lems. In the end we left it as it was to start with, and hoped peo­ple would get it.

Newspapers in English

Newspapers from Australia

© PressReader. All rights reserved.