Jack Bennett
speaker
99 appearances
1 recordings
1 series
first heard Feb 2025
last heard Feb 2025
Jack Bennett’s voice in public audio — every appearance, attributed to the second.
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Video Gamers Podcast · Dishin' it with the Devs of Tails of Iron 2 - Gaming Podcast · 12 Feb 2025
podcast
Obviously, the rest of the time is spent on what's next, which is, you know, that as an indie dev, that is what you're in that precipice, you know, like your game's doing well, but you might not have got the you don't get paid out straight away from your royalties because, you know, business, business, business. And then so you're in that bit where there's no money coming in.
And you need to be making something so that you can get money coming in to keep everything ticking over nicely. So that's the next stage is like, oh, it sounds like to love it done. Here's what we're making next.
When you break that down, there's five of us, which is like one is like a combat designer, character designer, animator. Then there's environment artists, lighting. Then there's two coders. And then there's me doing like level design, quest design, story writing, production. And then we have a team in Italy of three guys that just come in and do the audio with us.
But they're like a separate team of themselves.
Yeah, I mean, I've had every Nintendo console that's ever been great. That was my in. It was like from NES to Switch, I've had everything. And I would argue that Nintendo is the best entrance into gaming because it always teaches you the fundamentals first. Mario will give you everything you need to know to go on to any game.
I mean, there's loads of games that I've played and loved, but I'd say I'd break it down into AAA and indie games because they're two different worlds. Oh, absolutely. In indie space, the game I always, always come back to is Kingdom Two Crowns. I love that game. It's so simple. It's like a 2D tower defense game, basically.
Have you guys played it? Have you seen it? No, but now you've got me interested. It's published by Royal Fury. You build a little village side on, and you have to venture out to bring villagers back to become towers and that sort of thing, and then every night you get attacked.
so you're like trying to build out your village whilst you're getting attacked it's super simple but it's like that game i can jump into and play like 30 minutes and get my hit and you know i'm done yeah i mean like carrying on down that line i like i like hades as well like i've been playing yes as well yeah because another game still i've not beaten it but and i've played it a lot and i've just never beaten that final fight i don't know what it is
I get to Hades, like, I've been there like three times now, and every time he just wipes the floor with me, I'm like, I know I'm going to do it someday, but I might be empty.
I don't know what's going on. Yeah. So I'd say they were like the, the Indies I keep coming back to because they give me that, you know, that hit of game when I'm, when I finished work and I can just play and go to bed and I've done, I've got my little, little hit out of it. But in like in the AAA space, I'd say God of War has probably been like, yeah. Yeah.
Yeah, I'd say like we've got a war. It was like I played the originals back in the day, you know, PlayStation 2 and that. But this just felt like that moment.
maturing of the ip you know it was it was a whole new world a whole new angle on the game and it just blends gameplay and story so well like those characters you're attached to in a completely different way yeah that that game loves i love and it again that was an influence on us like obviously god of war uses the the tails on attacks you know the reds the yellows the whites oh yeah yeah that's where we got it from for tales of iron because we was like yeah love that combat so oh
Yeah, I like Souls. I play... What do you call it? Sword Sanctuary. I love that one. That one I've played a lot. When we used to have an office, we played Sword Sanctuary a lot. I've played Dark Souls, but I'm not great at them. Our team is diverse in the way we like games. I come into games with a story aspect of it.
I like challenging combat, but I'm not there for the hardest of hard hitting my head against a wall. Whereas other members of the team are there for that, and they couldn't give a rat about the story.
the crazy thing that i like about monster hunter is it feels i know it's a triple a game but it feels that 30 minutes i'll go in do a hunt kill this thing nice one it gives me that little loop that i can just play and put it down whereas like god of war does not give me that god of war is like i need to know exactly what's going on why so i've been playing for hours you know
Yeah. So I'll caveat this with, we're an indie team that's never worked in a AAA studio. So the way we do it is not necessarily the correct way. I love that though. That's what I want to know. Like, what is it like? Yeah.
Like we literally all came out of university and just started a studio. So we've never had any like industry experience, you know? I love that. I love it. So I would say my role specifically is like, I'm the person that sews everything together. Like we have, we have one person making the environments. We have one person doing the characters and getting the combat work.
And so then I come along and I've written this story and I make the quest and I make the levels and I've plopped the artwork in here and I put their character in here and I get that all working. And then we have Dan then comes through and does like the balance pass on top of that. So I would say I'm the person that sews it together, but that's an abstract way of saying it.
So like, um, the easiest way to explain what, like my day to day is like, you know what, like a flow chart, you know, like you come in yes or no, this option, this option. That's what I look at. Like,
20 hours a day basically is that and like if I tried to explain if somebody had to come in and do my job it would be like right here's the layers of the onion that is this game because the way that Tales of Iron works is like Every encounter is an encounter graph. So there's a graph saying this guy turns on and does this attack. And then once you killed him, this happens.
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