![]() While all three AMG team members celebrated the collective work put in by the studio, Shick, Pagani, and Plummer all had elements they championed during the process. ![]() ![]() “To be able to see the influence and input of each member of the team and how they all come together to create this amazing thing called Shatterpoint is really special – because none of the characters would feel right without all the parts fitting together just so.” Shick reflected with pride on the collaboration. There is always so much freedom to share ideas when working with this team, and we do our best to learn something from every iteration of what we make.” Then we would come up with new mechanics to try the next day. “We would play games and have discussions around our feedback. Plummer was excited to join in the design process. After a few weeks of discussion, they had initial design documents and development with the rest of the team began. They decided that combat shouldn’t just be about dealing damage, but about using your abilities to claim objectives under fire, drive back your opponent, and create openings for the rest of your strike team – all while using the environment to your advantage. So where do you start when it comes to creating a game like that? As with most things designed by AMG, the process began with Shick and Pagani locked in a room to hone in on how best to execute a game centered on the narrative of fighting in Star Wars. From the moment a player starts building their strike team – all the way through the final struggle, players will need to weigh their options carefully and adjust their plans on the fly if they want to emerge victorious.” Plummer wanted to keep players engaged via changing circumstances, making Shatterpoint “a game that is always posing the players with interesting questions. The struggle objective system gives a sense of building tension and payoff as the game progresses creating a very on-edge and unique miniature gaming experience.” William Pagani explained specifically that Shatterpoint “utilizes a distinct system for how and when units activate. ![]() ![]() “While we have incredible Star Wars games that cover the gamut of big starship battles, starfighter dogfights, and army scale engagements with Armada, X-Wing, and Legion, it was very important for us to create a game experience that truly captured the pivotal conflicts between small iconic groups of characters within these greater battles that we often see on screen,” said Shick.ĪMG’s second goal was to create a unique entry to miniatures skirmish games. When we sat down to create Star Wars: Shatterpoint, we knew there was room for more play experiences within the Star Wars universe. In today’s transmission, we rounded up Will Shick (Head of Product Development), William Pagani (Development Manager), and Michael Plummer (Game Developer) to give you some key insights on our studio’s goals for Star Wars: Shatterpoint and how the game has inspired us to bring our vision to life on your table. In Star Wars: Shatterpoint, iconic characters from across the galaxy clash in this new miniatures skirmish game. ![]()
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