![]() ![]() And, it all came in a sort-of-roundabout way from one place: Our love of collectible card games.īefore we wanted to design an ability system about encouraging experimentation, we were more fervent in pursuing the opposite: We wanted a system that prevented players from forming early or rigid attachments to particular abilities. Experimenting with different function combinations to find the ones that speak to you as a player is at the heart of Transistor's systems design. Transistor is an action RPG in which you can unlock 16 different abilities (called "functions" in the game) that can be combined in different ways to create thousands of unique combinations. The game design process described below represents a close collaboration between Gavin, Greg, and me with input from the entire team. Prior to Supergiant, I was a level designer on Command & Conquer 3 and Red Alert 3 at Electronic Arts where I met Supergiant's co-founder Gavin Simon and our Creative Director Greg Kasavin. ![]() We recently celebrated our five-year anniversary and are now eleven people working out of an office in San Francisco, CA. Supergiant started in the living room of my dad's house in 2009. Transistor was our second game, released in May of last year. Here I wanted to tell you about how we developed Transistor's function system, one of the more involved features in the game, and something we kept under wraps through most of development – mostly since we weren't sure how it was going to turn out! Hi, I'm Amir Rao, studio director of Supergiant Games, the team behind Bastion and Transistor. Who: Amir Rao, Studio Director at Supergiant Games ![]() Also don't miss these developer-minded looks at the movement system in Road Not Taken and Amnesia 's "sanity meter" from earlier in our ever-growing Deep Dive archive. ![]()
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