![]() Definitely, having a game that people are already passionate about is a huge driver for the projects we choose to take on. There are some situations where even if it’s not a game we have this pre-existing love for, if we think it’s an interesting challenge or it tells and interesting story about our studio we might be be more likely to take it. TF: So if you get an offer for a game that the studio isn't familiar with, do you usually not take it?ĪB: Generally, if it’s a game we aren’t familiar with we’ll take the time to get familiar with it. "A lot of our games that are really successful become passion projects for the people that are working here." And then, is it a game that we would want to see on the consoles? Before we were even talking with Perfect World about doing the project, they were saying ‘Man, I can’t believe that somebody hasn’t ported Torchlight II to consoles or to the Switch.’ Another main thing is if we think that it’ll be an interesting technical challenge because we have a lot of people that like that type of thing. ![]() We had so many people that, even before we started doing the project, were still regularly playing Torchlight II. ![]() A lot of our games that are really successful become passion projects for the people that are working here. Tomas Franzese: What are the main elements that attract Panic Button to working on a port like Torchlight II?Īndy Boggs: I think the main thing is if it’s a game that people at the studio are going to be excited about it.
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