As people start crunching they become less productive. “It’s much easier to see through the illusion of productivity that crunch sometimes gives you. “You just see the work, the results,” said Venturelli. But that’s not the case when a team works remotely. The problem with working in a physical space is that there’s a lot of “chair management,” Venturelli says, where managers assume productivity based on how long people are sitting at their desks. It also helps prevent crunch time, which Venturelli is adamantly against. This helps with the cost of living and enables people to set up their home bases away from crowded cities with infrastructural problems. We have really talented developers in Brazil, but they’re all spread out.” We get the talent we need for each project and create an infrastructure so you feel like you’re in a studio, but you don’t need to leave your home. “The core of Rogue Snail is that it’s a remote company,” said Venturelli. After traveling around Brazil and meeting other developers, Venturelli decided to create Rogue Snail, which is more of a loose network of developers and creatives who could jump in and out of projects and all work remotely. They soon found that it wasn’t a good fit for them, and they ended up shuttering. When Venturelli founded Critical Studio, it was a very traditional setup with traditional processes that he and his team imitated from studios they’d seen in U.S. You can have 150 or 200 if you want.” A new kind of studio We have 4K resolution support, super wide screen support, like 21 by 9. Everything we feel like people would want to tweak, they can. “Our PC version-probably a lot of that is going to bleed into console versions as well, but our PC version has everything PC players love,” said Venturelli. They’re also making sure the PC controls are customizable. For instance, they’re designing the controls from the ground up so that they’ll work well with controllers when Rogue Hunters Legend is released for consoles. When Rogue Snail can put in features that their players want in the game, they do. You have to have some patience to defuse that.” They’re always feeling like they’re being taken advantage of somehow, so their natural stance is to be skeptical. Sometimes you have big publishers doing things that gamers don’t like. Not really game developers, but faux game developers coming up with new scams every day on marketplaces like Steam. There’s always a new type of scam on Steam. But they have been trained by our industry to be skeptical. “I feel like, overall, gaming communities-it’s not that they’re hostile. “We started defusing this with lots of conversation and lots of being open and talking to people,” said Venturelli. He’s been talking to players ever since his Chroma Squad Kickstarter campaign in 2013, and though he says it’s a really scary experience to be honest with them, it’s ultimately been very positive.Īs an example of a situation, Venturelli points to how a lot of people accused them of running a scam when they released Relic Hunters Zero for free. In fact, he says that it’s important for developers to try to open up to players, to take the time to explain things. He knows that some of his players will be upset about the lack of local co-op, but he says that he’s confident it’s the right move. Things that you could do in one screen for one player you had to do with multiple screens going up and down. “That made the UI much harder and much less clear to the player. “In Dungeonland you had to design all the screens to allow for four players to interact with it,” said Venturelli.
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