
“It was some of the most fun we’ve had together in a game.” Where other Kickstarter projects spread wide and reach for the stars, No Matter is keeping Prey for the God’s initial release realistic. Keeping controlĬoming from medium and large-sized studios means the team is acutely aware of its limitations. Parnell realized he needed to leave his current job and tackle Prey for the Gods full-time.

Instead, the video garnered almost 750,000. “When I went to post the video, my wife was ready to console me. Taking the leap of faith and showing that trailer to the world wasn’t an easy decision.

Instead we decided that we should start by making it fun with just one enemy,” Parnell told Digital Trends.įrom that initial concept, the team crafted a trailer, mostly just to gauge interest. “Initially we were more inspired by Dynasty Warriors, but without a dedicated animator, it was just going to be a bunch of lifeless enemies. That experience has kept the team grounded in their expectations. It’s passion and momentum that’s led them here. They bring in an enormous amount of experience, and a healthy dash of cynicism for the side of gaming that focuses on profits. Together, the three developers have worked on titles spanning everything from free-to-play mobile and Facebook games to PlayStation VR. Hung-Chien Liao programs - or as he says, “I make the magic happen.” Tim Wiese started as an environment artist, and has transitioned into a technical artist and engineer as well.

“We’d rather have a smaller group of people we know we’ll get honest feedback from.”īrian Parnell works on art and design for the game, while responding to emails and acting as a community manager.
