Earlier this year, Supergiant Games made its indie debut with the XBLA and PC hit Bastion, which received warm reception from critics and players alike. Now that the team has its first title under its belt, studio director Amir Rao says the team's "initial fears have subsided."
Rao notes that while several key members of Supergiant left traditional development at EA to move away from the risks and restrictions of big-budget development, going indie came with its own set of worries.
At next month's GDC China, Rao will outline the benefits and hardships of indie development in a session titled "Maximizing Risk: The Building of Bastion." During this lecture, he will detail the origins and development of the studio's debut game, and offer advice to other developers looking to pursue their independence.
In anticipation of his talk, Rao reflects on the driving forces behind Supergiant's inception, and points out some tips for making it in the indie space.
How and why did you and the team of other EA vets decide to go indie and make Supergiant Games?
Supergiant Games was started by Gavin Simon and me -- both of us worked at EALA on Command & Conquer 3 and Red Alert 3. We were inspired by the success stories of people like The Behemoth, 2D Boy and Jonathon Blow. We left EA to create games that were more personal to us. It was a decision born out of ambition and passion to try to make the kind of game we could never have made on a large team at a big company.
What was it like to adjust to indie development considering your previous job at a traditional game studio?
We are significantly faster and more nimble than we ever were at EA because we have no production or management overhead. A large team has to manage a complex schedule and deal with lot of risk; they need to plan on paper months ahead. We never do anything on paper. Good ideas get into the game in hours and are iterated on immediately.
What was the hardest part about going indie?
There is a lot of worry in being independent. First, you worry if the game is going to be good, then you worry if anyone will like it, then you worry if it will ever come out, then you worry if something bigger will come out right on top of it, then when it's finally out, you worry if it will sell well enough to let you do a second one. Thankfully, Bastion has done that for us and lot of the initial fears have subsided. I'm looking forward to worrying about something new.