![]() “All of the ideas you've ever wanted to use, you can use on your first thing, and then you have to make all new ideas for your second thing in this much shorter time.”Īfter having most of her art go directly into Bastion without much time for iteration, art director Jen Zee welcomed the pre-production phase as it gave her more time to ideate on her art. "I would say I may differ from the other guys in that I remember Transistor quite fondly,” she says. “It’s like you have your entire life to make your first album and a year to make your second,” says composer and audio director Darren Korb. The team had put all they had into Bastion, all the ideas they had dreamed up if they ever had the chance to make their own game. ![]() “There was also all this invisible pressure of wanting to live up to – a game that was really well-liked and seemed with time to be getting more well-liked.” “We were starting the game with a full team – including more voices and perspectives and learning how to do that,” says studio director Amir Rao, adding that things that took weeks to figure out for Bastion took months for Transistor. Eventually, the staff grew up to 12 members. The studio was also growing, adding a few new roles (like a 3D artist) that it had previously hired freelancers for. Not to mention Bastion’s success was still in full view, thanks to part of the team focusing on getting it to work on mobile. It was also the first time a project started with a full team on hand. Bastion took 18 months to complete Transistor’s pre-production cycle alone took longer than that. ![]() Transistor remains Supergiant’s most challenging project to launch.
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