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Autodesk Customer Success Story Arrowhead Game Studios

Arrowhead Game Studios


Stockholm, Sweden
The Making of Helldivers
Autodesk® Maya®
Autodesk® Stingray
Hardcore gaming at its best

“We wanted to create something


that held the essence of what
we look for in games. We de
cided to go with a top-down
shooter, and at the time, I was
obsessed with global politics
and wanted to make a commen-
tary on geo-political warfare.
We’re huge geeks, so naturally
we love our Star Wars, Starship
Troopers, Aliens, etc. and so
we mixed all of that together to
make Helldivers - a geo-polit
ical warfare top-down shooter
packed with pop culture
references.”

- Arrowhead Game Studio

Image courtesy of Arrowhead Game Studios

Tell us about how the studio got We then began researching what it takes
started. to run a company and got into an Incuba-
tor program, where we shared a very small
In 2008, we decided to take part in a game office and continued to develop Magicka.
development competition called the Swed-
ish Game Awards at the Royal Institute of
What kind of obstacles did you en-
Technology. Our attitude going in was: “We’ll
win that easily and we’ll also make the best counter in developing your first
game.” While this was going on, I felt that a game?
lot of the courses I was taking in school were After 2 months, we realized that we made
slow-paced and not practical - I just wanted too many mistakes and needed to change
to get right down to making games. I con- it around. We switched to a 3D engine and
tacted a few students that were in other pro- rewrote the entire game from scratch.
grams of study and we got together to cre- At this point, we learned that rewriting
Image courtesy of Arrowhead Game Studios
ate our entry. Fast track to the competition a game crushes morale.
– we had developed a prototype for the game
that would later become Magicka. Initially We learned about the importance of plan-
we were devastated when we didn’t win the ning everything from development to fi-
Johan Pilestedt, CEO and “Best Innovation” award, but we were then nances. We actually ran out of money a third
Game Director, and Anton pleasantly shocked when we were announced of the way into development! We initial-
winners of the “Game of the Year” award. ly wanted to avoid publishers in order to
Stenmark, CTO and pro-
maintain control but since the project was
grammer, from Arrowhead Developers and other industry folk would bigger than we anticipated, we rethought
Game Studios discuss the tell us that whatever we do, we couldn’t let our strategy and put ourselves out there. We
challenges of starting up this opportunity slip through our fingers: ei- made a trailer and spent some time
ther we develop games or we finish our ed- marketing the game to the best of our
a studio and the impor- ucation. After a few months back at school, abilities, pushing it out to all the big
tance of getting a game we consulted our school’s dean and guid- sites like IGN and Gamespot…. And it
engine that works for you. ance counselor who both recommended worked! We were signed soon after.
that we pursue our goal to start a company.
Autodesk Customer Success Story Arrowhead Game Studios

“We realized that we couldn’t do everything ourselves – we wanted


to focus on making games. It was partially an economical choice
since most engines were expensive, and also because we wanted
to be able to make games the way that we wanted to make them.”
What’s the inspiration behind Helldiv- in the engine. It needed to be lightweight so
ers? we could modify and use it any way we like.

During the development of Magicka, we were


Tell us a bit about developing Helldiv-
playing a game called I Made a Game with
Zombies in It and we joked that we could prob- ers cross-platform.
ably make something similar to that. We want- [Laughter] Sony asked us to develop Helldiv-
ed to create something that held the essence ers cross-platform, for the PS4 and PS Vita.
of what we look for in games. We decided to We agreed right away, not thinking how dif-
go with a top-down shooter, and at the time, I ficult it would be. We figured it’s impossible
was obsessed with global politics and wanted – let’s do it anyways. Miraculously, it worked
to make a commentary on geo-political war- out! There were lots of hurdles, though it
fare. We’re huge geeks, so naturally we love all worked out in the end – so much so that
our Star Wars, Starship Troopers, Aliens, etc. Sony was so impressed that we were able
and so we mixed all of that together to make to do it with a team of 3 programmers that
Helldivers - a geo-political warfare top-down they were asking how we managed to do it.
shooter packed with pop culture references. Image courtesy of Arrowhead Game Studios

Magicka was made with a custom


things done. It gives you a lot of ideas
engine that was built in-house. Why
and forces you to consider process-
did you decide to use Stingray for es and workflows that may have nev-
Helldivers? er struck you before. It’s useful for
We realized that we couldn’t do everything us to learn new ways of doing things.
ourselves – we wanted to focus on making
games. It was partially an economical choice If you could give one piece of
since most engines were expensive, and also advice to a new developer, what
because we wanted to be able to make games would it be?
the way that we wanted to make them. When
shopping around for game engines, we weren’t Don’t kill your darlings. If you have this
interested in those that were essentially lev- great vision of something you really love
el editors. The Unreal Engine, for example, is about your game, don’t lose it. Many
Image courtesy of Arrowhead Game Studios developers start with a great idea, ev-
essentially a modding tool – we didn’t want
to mod something. We wanted to build our eryone gets excited about it, and then
game the way that we had envisioned it, and they lose it throughout the course of
What’s the game development development, thus removing the orig-
the Stingray Engine allowed us to do that.
community like in Stockholm? inal vision of their game. It’s import-
We wanted something that’s flexible: we Each studio has a very different mentality – ant not to lose sight of what you liked
wanted to expand on the engine and didn’t however it’s very important to interact with about your game from the beginning.
want any dependencies that are hard coded the different studios to hear how they get

“If you have this great vision of something you really love about your
game, don’t lose it. Many developers start with a great idea, everyone
gets excited about it, and then they lose it throughout the course of
development...”

——Arrowhead Game Studios

Image courtesy of Arrowhead Game Studios

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