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Will Shick

Will Shick

Head of Studio at Atomic Mass Games and designer of the Marvel: Crisis Protocol miniatures game.

Sep 26, 2026

22:40
April.
22:41
We'll, we'll shoot for April, 2027.
22:43
Yeah.
22:43
After November.
22:46
Um, it'll be like tomorrow.
22:48
It'll always be the next one, but it'll never be here.
22:50
Um, but with that said, right, like one of the things that, that has always been a bit of a challenge with that is if you continue to print cards, but the cards are constantly out of date, especially with manufacturing timelines, which you're talking about 12 to 18 months, once the cards are done, um, You're just always behind, right? We're two to three development cycles at this point from an update standpoint behind.

6 MINS LATER

29:15
Well, I guess since we're talking about printing and shipping and supply chain and all of that, do you want to have a conversation about the printing and shipping with the Mandalorian so we know that there's a reprint of the army box coming in december ish if i remember right and obviously the custom character sold out very quickly across the board so um hotmando summer hotmando summer i guess do you want to talk about the demand and the strain that i put on your systems or was there was it higher than expected was it i i guess i'll just toss you that general question sure
19:48
Were any of these new updates like a grand idea that got whittled down into something that is what we have now to start?
20:01
I think for the updates and the rebalances, there weren't a lot of complete overhauls.
20:07
Magneto was probably one of the biggest ones.
20:10
Hulkbuster had some significant changes.
20:13
But Emma Frost had already had her big redo, and so she got a little bit of stamina adjustments to go along with it, but we had already gotten to that point.
20:27
You know, a lot of the times it's just a question of like, is the character fun? Is it is it hitting the dream? And that is really driven by community response and community discussion.
20:41
Which often means that those characters that see a big redo like Hulk way back in the first rebalance update, you know, Colossus every single time we do an update because apparently we'll just never get that man right.

25 MINS LATER

46:24
Yeah.
17:07
It would.
17:08
And so two threats kind of work in a similar fashion just because, you know, there's the, like, because you never know exactly what your, your threat value is going to be having the flexibility of having a two threat to fill a gap or to be an extra body or to do these things is already like really, really good.
17:25
Yeah.
17:26
And then beyond that, like Pagani kind of mentioned, specialization has really become a thing that we have leaned into and learned over time that if you're going to be a two-threat, you really have to do one thing and not much more than that.
17:39
Because already, just by being able to do those two activations... or doing those two actions within an activation is very very powerful and that's also why a lot of those two threats wind up getting kind of hamstrung on part of the game right you have if you're very offensive like a nebula now maybe you can't interact with scenarios as well if you're um, spider ham and you're really defensive, you might wind up having slippery fingers and dropping things.
18:05
So we can kind of affect drawbacks to make up for the positives of being a two threat.
18:12
And I think that's a fun design challenge that we've, we've kind of really leaned into.

24 MINS LATER

42:37
It just slows down round one,
6:16
What do you want to talk about in terms of what you can, the existing product and how excited we should be for those and then looking forward to the future?
6:24
So with the initial three, our goal was to really capture experiences that focused on the biggest Marvel teams.
6:34
And so we started with Spider-Man and the Spider-Verse.
6:37
We move into X-Men, which are always huge, and it's always fun to do X-Men versus Sentinels.
6:41
That's an iconic matchup.
6:43
And then we finish off with Avengers and Kang.
6:45
And from that foundation, we're really able to go forward with the system and start to explore, like, either further explore teams like the Mutants, introduce new teams, right, that we haven't seen yet.

7 MINS LATER

14:11
Moving forward in terms of your overall studio plans and grand scheme of how you want to operate and move forward into either creating new games or new systems, have you found over the past many years since you started that first wave one of Crisis Protocol to now you've begun to have the same philosophy of play and design? Or have you evolved and shifted your approaches to be more accessible?

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