Behind the Scenes of ‘B-Team,’ Part 1 of 3
B-Team hits the ground running... An important goal for us was to make it feel like the whole B-Team was involved in the action throughout the game, but for a lot of the gameplay it would have been really unwieldy to control multiple characters at the same time, said Mike Henry, Senior Engineer on B-Team. “When we came up with the character switcher, it felt like a natural way of getting the feeling we wanted without making you grow an extra pair of hands.”
Each of these skills reflects something important about the character, whether it’s the scrapped together hover jets of the Engineer or the devastating punches of the Muscle.
We knew right away that we wanted the Leader to be able to call in airstrikes on the radio, and the Muscle to punch people, but the other two took a little more thought, Henry recalled. One of the parts of the Ranger’s concept bio was that he thinks he’s a ninja, so we decided that he’d be good at sneaking through security zones. The Engineer felt a little like a wannabe Iron Man, so we gave him little hand jets that could only get him a few feet off the ground that could lead to some platforming.
Mar 29, 2020 at 10:08