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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Yeah. So Martin, the environment artist, he's from the Czech Republic or Czechia now. And they're like big thing is like block printing. I mean, everywhere in the world does it, but they're quite well known for it. It's like, you know, you carve the word, you ink it up and then you stamp it and you get like an image from that.
and so that's why all of our artwork has like these black borders to it like the thick black lines that cover everything and because of that that then led us down this fairy tale route this storybook route so that was kind of the concept of like the art the direction of it but then that informed other things right like oh we want a fairy tale sort of feeling to the game so we want as few words as possible to make sure that story's simple
but still like endearing to the player. So we only had a narrator, no animal like talks in words to each other. That also then led to the speech bubble situation where everything's trying to be like spoken through images rather than through text. So it kind of like led itself through, but that basis was like the block printing concept of the artwork. Yeah.
I mean, it initially starts... We were in a unique situation because with Tales of Iron 2, we had all the feedback from Tales of Iron 1. So we had people that said, I like this about the combat, or I don't like this about the combat, or I'd like this to happen or that to happen. So we knew people loved the basis of the combat. They just wanted it to be a deeper...
situate like a deepest form of combat not just like responding to um like tells basically so we knew we needed to go deeper with that so it was a way of us being like how can we keep the basis of this but make it a more interesting system basically so yeah that then comes down to like we're a gamer so we're like okay what what can we relate this to and that kind of led us down that monster hunter sort of elemental system of like enemies have weaknesses and resistances
you have weaknesses and resistances depending on the armors you're wearing and that felt like a natural fit to us where like you are fighting these big creatures but you can give yourself this buff by practicing ahead and you know that kind of lent itself because we were big fans of the witcher as well that lent itself into the witcher you know with the bestiary and the poisons and all that sort of thing so it kind of just became this like oh we could take this from here and this from here and kind of merge it into what we want for our combat system
which will then in turn fix this feedback that we've got of like people want a deeper system.
Yeah, so United Label is actually owned by CI Games. CI Games make Lords of the Fallen. So they're basically our publisher.
It was just like in-house stuff, basically. We were... Quite friendly, I guess.
If we had the time, it would have been nice to go into the Umbra and fight some monster from the North of the Fallen to get the armor piece, but I just didn't have the time for that, unfortunately.
you get to you can only squeeze the lemon so much there's no lemon juice left you know we have to like take some breaks and like hide or hide away in the darkness come back so like that's less intensive but when you're sat there and it's like
i've got to get this level made i've got to get this quest done today in order for people to be able to play it and test it and see what they think of it that's when it becomes a lot more crunch but more intense the amount of work you're doing because you've got deadlines that are more structured
whereas okay you know when you're in the concept phase you might you might spend two days talking about mechanic and then the next day you're like actually this isn't going to work it's wasted time there you know you're not going to you're not going to get everything right straight away so that that initial periods are a lot looser and free flowing i'd say that's awesome i feel
Yeah, 100%. It's so hard to explain, but even this, you can be like, right, this is going to be our crafting system. And then even the smallest little minutest change over here, you're like, oh, well, this just removes everything that we've done over here. That makes no sense. I mean, for us anyway, I think games are basically a house of cards. Designs are a house of cards.
And the minute you move this card, this all falls down. You just got to make sure you're putting bits in the right place the whole way through. Yeah.
we're doing rats and frogs so all of the rats in Tales of Iron One are based on Dan's actual pet rats they were real rats oh my god that's so cool they're actual real rats and they had names and their characters are kind of loosely based on their real life characters it was less of a I need to sell the rats to people it was more like what are we putting these rats in that was the concept yeah
I love it.
Hear me out. I mean, it was more of, he turns up to the office and froze rats around.
no thank you for i mean thank you for talking about it like it's equally us making it and no one talking about it is you know this is the other side of the coin so glad that you're talking about it you know thanks for having us on
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