Posted on 14 October by Ryan Graff – Localisation Lead, XSEED
The first thing you learn in this industry is how hard everyone works. Whether the project is a $100 million blockbuster or a smaller niche title, dozens of people across many different teams – programmers, artists, designers, composers, writers, testers, producers, marketers, and more – spend months if not years of their lives carrying out a thousand different tasks. Some of those tasks are wildly creative, others bureaucratic and mundane, but it takes all of them together to deliver a game into players’ hands.
On Valhalla Knights 3, I was a latecomer. I joined up in early September, when most of the hardest work had already been done. Most of my contributions have been on the bureaucratic side this time around, working with other XSEED members, the game’s developers, and our friends at Sony to get everything ready for the game’s release.
To put my work on this project in RPG terms, think of the design phase as exploration, the programming phase as combat, and my work as the part where you open up the menu and juggle stats and equipment for an hour and a half. Maybe not always as fun or exciting as the rest of the game, but you need that part set up right before you can win.
For me, the highlight of the project was the day the game was officially certified for release. I’m the guy who got to tell the developers the game was done, that we were clear to launch in Europe on 23rd October (you heard it here first!), and that all their work had finally come together. I could almost hear them cheer from across the ocean.
So what exactly have they been working on all this time? We’ve gotten a few questions about what’s in the game, and I wanted to go over them in detail here.