Skip to main content

Derek Brand

Apr 23, 2026

4:44
it comes from where?
4:45
Yeah, so my background is in concept art.
4:47
So it was like, um, you know, a lot of drawing and painting, and then, uh, uh, Double Fine, it's a lot of drawing, uh, like really interesting, funny characters.
4:55
And I had this idea, like I really want a game where I wanna make a funny, c- cool character in a game, and I want my friends to make silly characters, and I want them to fight.
5:04
And that was like, that was the basic, uh, basic idea of the pitch.
5:07
And then, uh, you know, dove into how do we do that on a, on a controller? How do you make stuff in a video game? [laughs] How do you make a character freeform? And I, I came across like a bunch of images of pottery, and I was like, "Oh, you know what? That would work on a controller." And then, uh, it was a very naive thought, and then here, here I am.

30 MINS LATER

speaker_9GUEST
35:22
Jason Butler.
35:23
Yeah, Jason Butler.
7:45
Like, it's an action game.
7:46
Yeah.
7:47
And in the testing that we've done, uh, we've gotten lots of feedback from players, and it sort of like bubbles up and kind of aggregates into, like, specific areas that we should focus on.
7:57
So if people played in the earlier tests, they probably noticed some, you know, uh, things about combat that were sort of, like, rough edges still.
8:05
Uh, one of the big things that we're trying to address is kind of just like this general feeling of being a bit locked down in combat.
8:12
Uh, we found that a lot of it had to do with, like, this...
8:15
We're very generously applying hit stun [laughs] and stuns to a lot of, uh, components of combat.

10 MINS LATER

LenaHOST
18:02
So for you personally, what is that?

We value your privacy

We use cookies to understand how you use our platform and to improve your experience. Click “Accept All” to consent, or “Decline non-essential” to opt out of non-essential cookies. Read our Privacy Policy.