Well Played: Combat Design in Saros (ft. Simone Silvestri from Housemarque)

It’s time to dust of your English-skills boys & girls because “Well Played” is back. This time for a bit of indulgence: Andre had the opportunity to finally interview somebody from Housemarque after salivating over the studio for three decades now. More than that though we will all learn a bit about how combat design in games works: How game design starts with defining a characters moveset and extrapolating everything else from there. How level-design can influence the perception of speed and how the agility of the character itself places certain demands on how combat-arenas are designed. All that and more will be explored in this interview with Simone Silvestri, Art Director of the latest Housemarque-Game “Saros” who also shares a bit about his journey in the industry and how, after the game he worked on for years at Remedy got canceled, he became Art Director at Housemarque although applying for a different job to begin with.

Timecodes:

00:00:00 – Who is Simone?
00:08:55 – Why Saros and not Returnal 2?
00:24:07 – Polishing, playtesting, design choices
00:45:15 – Animation phases