Our friend Greg Kasavin, who we worked with at EALA, has started an awesome blog about games and narrative featuring exactly the kind of insight and wit that made him one of the sharpest developers we've ever designed with. His most recent post covers video game villains, the "bad guys who overcompensate for their flat desires with huge lifebars."
He covers notable bad guys from Bowser to Mike Tyson and even the garden-variety undead in Plants vs. Zombies about whom he observers "the zombies are sincerely hungry for brains -- you'd want to give them your brains if you didn't need them."
Is Mario the only game with an awesome jelly fish enemy?
This is all relevant because we've been thinking a lot about antagonism, antagonists and enemy design. It's true - our game has enemies - you heard it here first. I have learned from enough Will Wright talks that a lot of the best game designers take their inspiration from places outside of games. With that in mind, and probably thinking too literally, I went to the "Extreme Mammals" exhibit at the California Academy of Sciences to comb mother nature for our very own set of goombas, zombies and cliff racers. They wouldn't let me take pictures inside so instead I ended up sketching pictures of improbable primates and prehistoric armadillos.
Speaking of inspired creature design, Max from Unknown Worlds - the guys working on Natural Selection 2 - played our game recently at Thirsty Bear in San Francisco. Thanks again, Max!
GDC 2010 was our company debut and it went really well. We showed up with nothing but our game in a backpack and some cookies and ended up hitting the front page of Gamasutra, and previewing to lots of really insightful people including business luminaries like David Edery and Kim Pallister. We also got to show some really experienced game developers like Jake Kazdal (Zombie Studios's art director) and Bruce Straley (Uncharted II's game director).
[Not an actual game screen...pictured: Justin Hall, Kim Pallister and Austin Grossman]
Lots of our friends were around to check it out too, like Austin Grossman (Soon I Will Be Invincible) Bernie Yee (Cafe Mom), Amir Rahimi (Instant Action), Jim Vessella & Matt Ott (LucasArts), Darius Kazemi (Orbus Gameworks), John Graham (Wolfire Games), Ramiro Corbetta (Powerhead) and some people we hadn't met until the show like Justin Hall (ngmoco) and Peter Jones from Retro Affect.
We got lots of good feedback on the game and can't wait to show it to everyone!
Additional announcements of our existence keep coming in, this time from Gamasutra, Edge Online, GameIndustry.biz, Worth Playing and Industry Gamers.
Thanks everyone for your coverage and interest - we'll be announcing our game at a later time! Until then...this is our highly professional network setup. In the kitchen. Across the doorway. In a closet. On a box.
Yeah, that's the Barefoot Contessa Cookbook. What about it?
Today we received our first press coverage from a few sites: Big Download, BluesNews, Joystiq, GamersCom and Aperture Games. We appreciate the interest in our studio and we'll be revealing more about the game we're working on in the coming weeks!
We don't have any game media available to show yet, but we do have these pictures of prototype versions of the Supergiant Cookie some of which you can spot in the wild at GDC 2010.
We're Supergiant Games, an independent game studio in the Bay Area. We're former EALA developers who quit our jobs in 2009 to move into a house together and make games. We're working on a game for digital download platforms that we hope to release in 2011. If you're around GDC 2010, we'd love to have you play it and get your opinion on it. We'll have Supergiant Cookies to give out and normal size business cards.