Making a unique experience for players that they can’t get elsewhere–that is one of the main driving forces behind the creation of LawBreakers. We want our modes to continuously drive the adrenaline, keep players on the edge of their seat with the thought that anything can happen at any moment and have them come back for more. A last minute decision of strategy can lose the round or push players to win in the very final seconds. Then, whether victory or defeat flashes across the screen, and the time strikes that a player must step away from the keyboard to return to their IRL duties, the old gamer adage surfaces, “Okay, just one more game.”
We recently sat down with our Lead Designer, Dan Nanni, to field him questions from the community about how we are approaching the development of these unrivaled methods of murder.
As you heard from Dan, we are taking small pieces of the familiar, and then turning them on their head. Alongside our bullet-pointed concepts, there is also a lot of push and pull to our design once we internally playtest our modes. The layout of our maps and abilities of our characters play a part in how the final game types are formed. Pretty interesting insight, right?
We look forward to bringing you more “Ask A Boss” videos in the future. If you have any suggestions of topics you would like to see discussed on future episodes, feel free to drop us a line. Oh, and be on the lookout for an all new “Dev Diary” that Rohan is optimizing.
Britt over and out.