00:06I love Drawn to Death. I love the world, I love the fiction, I love the art style.
00:12Just like Twisted Metal and God of War represent a very real part of me, I think Drawn to Death
00:16does as well.
00:17And I love it very much.
00:23Welcome to hell, you sons of bitches!
00:33Drawn to Death is a third person, competitive, multiplayer only, hybrid shooter slash brawler.
00:40And it is set entirely inside the pages of a high school student's notebook.
00:44So he's stuck in class, bored out of his mind, this real creative kid, and he basically starts drawing and
00:49just doodling away and sort of creating this world on paper.
00:53And in the game you actually get to go into that world and have these amazing, tactical, action-packed fights
00:58inside this kid's notebook.
01:04You know, setting the game in the notebook at a surface just gives us unbridled creativity.
01:10Any level we can think of, any weapon, any character basically has a home in this game.
01:16The idea for us is, it's a four-player max shooter brawler.
01:20And the reason is, if you look at games that you can really get your head around the competition, knowing
01:25their tactics,
01:26knowing what they're doing, knowing their position on the battlefield, it's less about dropping you into sort of just a
01:30chaotic blender of action.
01:32And instead saying, you know, we want smart players.
01:35We want to create a game that really is rewarding you for thinking and being great with reflexes at the
01:41same time.
01:42I love it when you learn who you're fighting on the battlefield, when you actually start to get into the
01:46nuance of the gameplay.
01:48And let's say I'm playing Diablo Tijuana and her character on the battlefield is Johnny Savage, who she's really good
01:53against,
01:53in the sense that when he sends the Devil's Rift at her, she can actually kneel and suck the demon
01:58into her and grow three times as strong as she normally is.
02:03That's only a result of a player playing it like a shooter, but actually opening their minds up and saying,
02:09there's more to it than just aiming the gun and shooting. You really have a lot of places to go.
02:13And at a core, I love that blend of shooter and brawler and how, you know, I haven't played a
02:19game that feels that way.
02:33Obviously the tech has changed, the size of the teams has changed, how we get our games out to the
02:38public has changed,
02:38but ultimately what never changes, I think, is always chasing that North Star that is fun
02:43and always chasing that elusive achievement of engaging a player.
02:48I think back to me being right out of college with graph paper and whiteboard going,
02:53how is this level going to be fun? What's different about this than what's already on the market?
02:57Our goal is to build a great game first, but then a really cool universe on top of that,
03:02that players who are into it can kind of get a lot of, you know, joy discovered.
03:09So this is the first game I've worked on where we have let the community engage with the game.
03:16I mean, it's been over a year since we've had some people online playing this game with us.
03:20It really does feed that iterative process, which I think is necessary to make a really good video game
03:25and sort of getting as much feedback as you can as you're building.
03:29It's been really cool and it's been challenging because on one hand, you know, anybody, my God,
03:33you can wake up and say on a Monday morning, you can wake up and say it's Monday, everybody,
03:37and somebody on the internet is going to tell you, fuck you, it's Wednesday,
03:40even though you know it's Monday, right?
03:41There's always a contrarian out there and we don't look at ourselves as short order cooks
03:46who are just sort of like, okay, development team, we like this, we don't like this, make the change.
03:50You know, we have a very specific vision that we're following,
03:52but part of that vision is, you know, taking great feedback that comes in from the community
03:57and sort of doing that while we're making the game
03:59and folding that into the process through the private access, I think has made the game so much better.
04:05It has been actually very fulfilling is when you go online now to people who do not work for Bartlett
04:10-Jones,
04:10they do not work for Sony, but they're using the words, they're using the language, our game,
04:16and this is what we're trying to do.
04:18And there's a sense of they have as much ownership now in this as we do.
04:21It's very moving to us because it cements and it reflects the fact that they feel like we do,
04:28that this is a really cool thing that we're all working on together.
04:31So it's very easy to engage with the Drawing to Death team
04:33and to become sort of part of the Drawing to Death community because we welcome that.
04:50PS4 for the players.
04:56PS4 for the players.
04:57PS4 for the players.
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