The Development Lore, Part 2:
Eat The Rich was one of the more fun and challenging projects I worked on. We saw our range expanding in real time.
In the best way possible, for reasons only our lord and savior (not Bezos) can comprehend, our team worked something like a punk-rock garage band meets a heist crew of genius screwballs. It was a lot of jamming and experimentation to execute a grand plan. Accidentally setting off booby traps of ambition and being met with new obstacles and possibilities we could have never truly anticipated.
For example, jamming new characters meant needing new “barks.” I didn’t know that those creepy little Moblet voices lived inside of me, but when we needed voice acting, your boy hopped in the booth and exorcised some demons for the check.
It became clear we needed some kind of mid-game progress cutscene. No prior knowledge or explanation. Your friendly neighborhood narrative designer figured he’d capture video in-engine and stage the existing game assets and animations to produce low-cost, hyper-fun cutscenes and original narrative content, helping build Eat The Rich’s “Bezoverse.” (Machinimacore).
I mocked up an incremental skill tree for the first time. Richard unlocked a whole new skill set of how to balance a skill tree.
Forever grateful for this rare opportunity in the industry to so fully utilize one’s creative skills and ingrain one’s creative expression in multiple layers of a project (the play, the layouts, the sounds… so dope).