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.
Trend
recordings per month · last 12 monthsNo recordings in the last 12 months.Older appearances are listed below; set an alert to hear about the next one.
Appearances
Video Gamers Podcast · Dishin' it with the Devs of Tails of Iron 2 - Gaming Podcast · 12 Feb 2025
podcast
Once you kill him, this happens. Quest complete. Encounter complete. Then above that, there is a quest graph that says once this encounter is completed, this encounter should turn on. Then you pick up this item and blah, blah, blah, blah. Once that's done, this quest is complete.
And then above that, there is a game graph that says once this quest is complete, these things turn on and these things turn off. and then there's another quest here, another quest here, and then once that's done, that's game complete. And then for Tales of I2, there was another graph on top of that that said, when this monster's been defeated, it will appear in this part of the world.
So there was like four layers of depth to this. I mean, I don't... I share at my screen and I can take you. I'd love to see this.
So this is just the quest graph for the opening quest of Tales of Iron 2. Oh my gosh.
i know loot when i see it so that that is like just the the one graph but then each of these is an individual graph like that oh my goodness that is a quest and then on top of that i mean my pc might not open this right now whilst trying to stream it as well because
Even when I'm not streaming, this graph is a laggy monstrosity because this is the graph that's on top of all that that says each green square here is a quest, basically. So this is the graph on top of that that sets up.
So when I started game development, I had hair down past my bum. so take from that what you want to oh wow oh man that's impressive man whilst I'm sharing my screen something that you might find interesting this is not my role but it's a
interesting way that i think we develop games that not a lot of people do develop games in that way it's because our games are all like 2d right they're all side scrolling right and then they have that intense like parallax of moving assets and that sort of thing um so the way that works is every single asset in the game is actually an individual piece an individual asset that's placed in the zed
That's all like you've seen there, individual 2D assets. But then like we... I don't know if I can show you. I don't know if I can find it. But basically what we do in the game is, you know, like...
here what i'm showing you is the main hub you know this is the area you keep coming back to over and over again so we we do all sorts of crazy things where we're like switching our assets in here things are getting destroyed we're changing time of day so although it looks like a single individual scene we're actually you know smashing pieces up and adding assets in yeah so it gets it gets pretty hectic in there
Yeah.
So this would be more part of my job is I've built all of these... When you look at what I do, it's a lot less interesting to see. That's what I see most of the time, is that. A door.
That's what I see most of the time. But then I hook all these levels up and you set characters in them and that sort of thing. Because something we do that is, again, I don't know if every player does this, but we actually animate within Unity. A lot of studios will probably animate outside of Unity, but We rig everything and animate within the software.
For example, this is Arlo, the main character, and here with him we can do whatever we want to with moving him around and stuff. Everything is in this actual...
Yeah. Well, I mean like, it's the same thing with him, right? Like we, we, we have to crush it down a little bit, but he is all like individual, uh, separate pieces that are like 2d assets that we've squished down let me see if this is really cool this is awesome you can see what he is underneath you know oh yeah yeah okay
Yeah. Yeah. I mean, with Tales of Iron 2, I think there's close to a thousand individual weapons, armors and helmets and things. Yeah. Wow.
So yeah, me, Dan and Martin, we all went to university together. And then Matt and Nathan, the two coders, they went to university together at a separate university. But me, Dan and Martin, we all, we graduated. And then there was a competition in Scotland called Dare to be Digital, which is like recent graduates or last year students go there and they have like two months, you make a game.
And then at the end of it,
like people from industry come around and view and mark them and give you awards and that so we made a little random game there and then people from sony x dev actually came and looked in it was like we don't like this game but we want to see what else is from you and dan had his final major project from uni which was called the lost bear and then they really liked that and they gave us funding for that so we made a demo in six months for the lost bear which was
going to be a 2d cinematic platformer then that got picked up and then for a series of events which is long and sad and miserable it became a 2d vr platformer that we made in like a year and a bit and then that came out and then from there we got funding for tales of iron and you know just kind of like
Showing 41–60 of 99 · page 3 of 5
← Previous
Next →