Jarrod Luty
speaker
92 appearances
1 recordings
1 series
first heard Mar 2025
last heard Mar 2025
Jarrod Luty’s voice in public audio — every appearance, attributed to the second.
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Appearances
It was awesome. Nothing can replace that, that first time going through a raid with your buddies back in the day.
And the first time you shoot the Gjallarhorn when you never experienced it before, it was like the best feeling in the world. The wolf packs.
It blew it up and then there was like...
Yeah, you can't replace it. Well, but I have a question, though, for you. Yes. Since you said you ran all three characters every week, but what main are you?
That's amazing. I've been in the receiving end of that way too many times.
I definitely see it with a different eye. And I think it even started before I moved into a producer role. Or even I really started at Bungie because I had tried to prep and break into gaming. So I was taking game design courses and just trying to learn about how to make games. So I started seeing things with a different eye.
But now that I'm fully on the development side, I look at something in content and be like – Okay, I see the trade-offs they probably made here, or, okay, that experience is a little bit different than this. There was definitely a cost that they had to take into account here.
Just understanding where we are in our development and how we make things, understanding how the games I do play that are out in the public... how the type of like, um, processes they may have had to have gone through challenging conversations. They had to buy it to go through to put those things in the game.
You know, I think I look at mechanics a little bit differently now and try to just analyze it a little bit different. Um,
You can definitely see where they tried to be repeatable. They tried to hide something, right? Because you can't make everything you want in a game. It would take way too long. You would never make the game. Ten years later, you never launch. Yeah, you have to learn how to cut things and kind of hide things a little bit to make the same experience come through to the player.
So you pick up on those little tiny things that they don't make or break any type of player experience, but you're like, okay, I see what you did there.
It's just a little bit of a different eye that you look at things with. Sometimes I do feel myself... I, because I play apex way too much, I feel like I am a bit overly critical. Um, sometimes like, you know, when I'm shouting and you're a gamer, we trust me, we get it. So like, I, you know, like, you know, why did they make this choice?
You know, a lot of it's just because they're like, it's really just the people I'm playing against doing things that has nothing to do with the mechanic. It's just, or it's just me sucking that day. And I'm like, well, I hate this game now because I'm terrible versus no, it's actually, it's a me problem. It's not a new problem. Yeah. Yeah.
There's kind of both sides of the coin there. yeah you can look at titles that you play and you like or maybe you don't like and saying hey they do they do something like this this way should we use a similar approach or should we do something different compared to that approach but the same time you want to make sure you're not just copying like mechanics and and
experiences from other games you want to make something unique yourself so yeah you do draw some inspiration of things to do and not to do um but at the same time you want to try to think outside the box and do something that you haven't done before but again like for me as a producer i'm not there to give make decisions creative decisions like that it's more of me and kind of just like
The larger development team in general, like when we give feedback on play testing and stuff like that, like, you know, feedback is feedback and that's it, right? You shouldn't take it as a do it. It needs to be like this because that's often not the case. It shouldn't be like that for reasons that we've defined in terms of what the game actually is that we're making. Yeah.
They're the nicest, most congenial people in the world. We're so friendly. We love each other.
He's never told anyone to uninstall. I never said that to myself this morning.
And that's the point right there. You listen to what the vision of the game is at the end of the day. You come back to very core principles and core pillars of what the game is that you're building, and you take it from there. Obviously, a game, especially in the live service, is going to evolve over time because it's a...
live game as it should but you know you always have to come back and be centered on hey what is this game that we're building why are we building it like you always kind of have to answer that why question is like why are we making this change for what reason is it because all these people said so or is it is there actually something mechanically in the game that should be changed something like along those lines so i think our leadership team does like a really good job at
Showing 41–60 of 92 · page 3 of 5
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