The Official SMITE Magazine Issue #11 | Page 52

INTERVIEW executing and brainstorming the personality god, and that usually means that we are coming in elements, like the Victory/Defeat presentation. pretty close to the deadline, and using whatever is Q: What, in your mind, is the hardest part of your job? A: Probably keeping ahead of my crew. The SMITE left is looping back and polishing things as much as possible. We often do have to go back on some gods if there were things that just aren’t working right, animation team has grown and thrived with the pace but it is very rare that we get a chance to loop back of the production up to this point, and a large part on a character post-release just to tweak things. of my job is to get the next things concepted and So pretty much we go up to the deadline while the lined up for the guys to bring to life. There are lots god is in focus and get as much in on the character of production arcs with the SMITE pipeline - gods, as possible. Then HiRezLarson tells us to stop. skins, NPCs, so making sure the next things are Q: Have there been any last minute changes developed and knowing which arcs should go where that you, or your team, have made that have is a very challenging part of the job. With those become a fan favourite for that character? numerous arcs, it is rare the entire crew is on a single A: Well, I am glad it wasn’t a last minute change, arc, but when they are I am consistently amazed at but Xbalanque was a change the animation team how fast and efficient they are while still doing very pushed for. His primary weapon in his lore is the creative work, and if I am not constantly thinking blow gun, and originally it was concepted as his ahead, we aren’t being as efficient as we should be. inhand ranged weapon. It made sense with his lore, Q: When you’re working on a god, minion but it would have forced him into some very rigid, etc., how do you know when you’re finished? pre-described positions. We wanted it to change, A: When the patch schedule tells us we have to stop. We try to put as much as possible into each 52 The SMITE Community Magazine Issue #11 but I didn’t want to propose a change that didn’t radically amp him up, and wanted an element that The GameOn Magazine