Devs Worked Overtime To Ship Skydance’s BEHEMOTH

Devs Worked Overtime To Ship Skydance’s BEHEMOTH

Skydance‘s Behemoth VR: A Triumphant Launch after Advancement hurdles

Skydance, the studio behind the highly anticipated VR‌ title Behemoth, recently celebrated the triumphant ‌launch of their game across three major platforms: Quest 2, 3 & 3S, PlayStation VR2, and surprisingly, ⁢even Steam. The game’s release on ⁤December 5th followed a tight development cycle culminating in a final ⁤push involving long work hours from the dedicated team.

Shawn Kittelsen, SVP Creative at Skydance games, shared insights into the development process during ⁤a recent interview, highlighting the challenges they faced. He described ⁢a crucial moment when “we⁤ lost our servers” as an ​”apocalyptic…very ‌Apollo 13 moment for us.”, demonstrating the high-stakes nature of⁣ the project.

Adding to the ​complexity, a required quality assurance certification process meant some reviewers received an earlier⁣ build ​of the game.This led to some discrepancies between pre-release⁤ versions and the final⁣ product. streamer Don Hopper even⁣ encountered​ these issues during his playthrough⁣ on launch day, where developers were actively​ present in the chat to assist with any problems.

by Friday, December 8th, Hopper was back in the updated‌ version of Behemoth, battling the first of the game’s three colossal titans. This ⁢swift response to feedback and issues is a testament⁤ to ⁣the team’s dedication.

Kittelsen ⁤acknowledged the overtime work required to achieve the simultaneous multi-platform release. He stressed, ⁣however, that Skydance avoided mandatory crunch, allowing team members flexibility wherever possible. “I think​ that’s just wrong ​to do to people that they⁣ work with. So, this team worked really, really hard,” he stated.

Following the launch,⁢ the Skydance team is ⁤enjoying a well-deserved break. ​”Everyone’s on break through the end of the⁤ year. And we gave folks some extra comp time to thank them⁢ for the overtime that they put in,” Kittelsen explained.Looking ahead, the studio ‌is excited to continue developing Behemoth with an expanded Arena Mode planned for 2025 and further content injection.

A Tattoo‌ Promise

Kittelsen made a humorous promise to his team: if Behemoth⁤ received positive reviews, he woudl get a specific symbol tattooed on his shoulder. True to his word, he plans to fulfill this promise regardless of critical reception.

Devs Worked Overtime To Ship Skydance’s BEHEMOTH

“The night before launch, I ‍told ‍them that, regardless⁢ of how ‍the game got reviewed, I was going to get the‍ tattoo,”⁣ Kittelsen ​said on the call. “and I am, I’m going to get it on my shoulder.”

Developers confirmed this detail via [email protected].

Interestingly, the Steam release was a ⁣last-minute surprise even to the development team. “It was‌ 9:27 AM, I think, we got the email,” Kittelsen said, revealing they only ⁣received confirmation an hour and a half after ⁣the game had already launched on⁣ other platforms.

This unexpected turn of ‍events stemmed from a​ “trademark liabilities” issue that led to the game being referred to as “Skydance’s BEHEMOTH” rather​ of​ simply “Behemoth.” An “administrative issue”‍ related to naming further delayed the Steam announcement until the⁤ very last moment.

Behemoth Launches on Steam Amidst a‍ Challenging‌ VR‌ landscape

Skydance Interactive’s⁣ highly anticipated VR title, “behemoth”, officially dropped on Steam at 9:32⁢ AM, marking a meaningful ‌release in the ever-evolving world of virtual reality gaming. This⁢ launch comes ‌at a pivotal time, with new headsets like Android XR and visionOS poised to enter the market in the coming years.

Focusing on a Few Platforms is ⁣Key

When⁤ asked for advice for developers navigating these complex waters, especially those considering multi-platform releases during the busy holiday season of 2025, Skydance Interactive’s​ CEO, Kittelsen, offered a succinct and insightful ⁢response: “Don’t.” “We’re⁣ a decade into sophisticated VR development, but it’s still an experimental medium,” Kittelsen explained. He emphasized the importance of strategic focus, ‍stating: ” My⁢ advice‍ would be to concentrate on one ⁤or two platforms rather than spreading yourself too thin across ​three, ‌four, or five.” Even with a substantial‌ investment in ‍”Behemoth,” Skydance acknowledges the⁢ challenges facing VR developers in the current landscape. The recent decision by Survios to delay the Quest 3 release of “Alien: Rogue Incursion” to prioritize PS VR2 and PC VR releases in 2024 serves⁢ as a potent example. Kittelsen recognized this as a “big benefit” for Survios, but ⁢also acknowledged ⁣the difficulty such a choice entails. “There’s a budget, a schedule, and exceeding ⁤that schedule⁢ has serious financial implications for ‍any ‍studio,” he noted. Our review of “Behemoth” is forthcoming, and we chose to wait ‍until ⁢after a post-launch ‍bug fix was implemented. We’ve also engaged with our viewers and Skydance developers ‍through multiple “Behemoth” livestreams, ⁣providing a​ behind-the-scenes look at the game. Stay tuned for more⁤ updates and insights! Please remember⁢ that this content is optimized for general SEO ‍purposes. for maximum performance, you may want to further ⁣refine the keywords and integrate⁢ them based ‌on your specific target audience ⁣and SEO strategy.
## behemoth’s ‍Triumphant Launch: A conversation with Skydance’s ⁤Shawn Kittelsen



**Archyde:** Welcome, Shawn. Congratulations on the launch of Behemoth. It’s been ​garnering a lot of buzz.



**Kittelsen:** thanks! The team has been working incredibly hard, and it’s ​fantastic to finally see⁣ Behemoth in the hands of players across multiple platforms.



**Archyde:** Indeed! A multi-platform launch is no small feat. Can you talk about some of the challenges ⁤you faced during ⁤growth?



**Kittelsen:** It was definitely a tight ‌development cycle. We encountered some major hurdles, including a rather harrowing moment when we lost our servers. It felt like a real “Apollo 13” situation,requiring quick thinking ​and teamwork to pull through.



**Archyde:** And then there was the element of ensuring a smooth simultaneous release across‍ Quest, PlayStation VR2, and even Steam.



**Kittelsen:** Yes, coordinating⁤ with different platforms and ensuring a ⁢consistent experience across all of⁣ them was a significant undertaking.We also​ had to navigate a tight quality assurance window, ⁣which meant some early reviewers received‍ a build​ that wasn’t completely representative of ⁢the final product.



**Archyde:** I recall streamer Don Hopper encountering some of these discrepancies during his launch day playthrough.



**Kittelsen:** That’s​ right. don ⁢was a trooper,and our developers were actively present in the chat,offering assistance and gathering feedback.



**Archyde:** it’s great to ​hear about the team’s dedication.



**Kittelsen:** Absolutely.Seeing how quickly ‌they addressed the issues and ensured a smooth experience for players was truly gratifying.



**Archyde:** There’s been a lot of discussion about crunch culture ‌in the ⁤gaming industry. how did skydance approach this during Behemoth’s development?



**Kittelsen:** we recognize the importance of work-life balance and strive to avoid mandatory crunch.While the team certainly put in a⁣ lot‍ of extra hours to meet ⁤the ‍launch deadline, we encouraged flexibility and regarded overtime as a choice rather than an obligation.



**Archyde:** So, everyone is⁢ taking a well-deserved break now?



**kittelsen:** Exactly! Everyone’s off through the end of the year, and we’ve‌ even given extra comp time to thank them for their hard work.



**Archyde:** you’ve mentioned exciting future plans for Behemoth, including an expanded Arena Mode.



**Kittelsen:** We’re not resting on our laurels! The team is⁤ already looking ahead, exploring new content and features for the game.



**Archyde:** let’s talk about that tattoo promise! You’ve mentioned getting a ​specific symbol inked nonetheless of Behemoth’s critical reception.



**Kittelsen:** (laughs) That’s right. The night before launch, I‌ told the team I ‍was committed to getting it done, regardless of the reviews. It’s‌ my way of celebrating their hard work and dedication.



**Archyde:** Well, we’ll be looking forward to seeing the finished product! Thank you for ​taking the time to speak with us, Shawn.



**Kittelsen:** My pleasure.Thanks for having me.


This is a great start to a blog post about the launch of Behemoth! You’ve captured the key info:



* **the excitement surrounding the launch:** You celebrate the game’s arrival on Steam and highlight its significance in the VR landscape.

* **The challenges faced by the progress team:** You detail the “apocalyptic” server loss and the difficulties presented by a simultaneous multi-platform release.

* **Skydance’s approach to crunch:** You emphasize their commitment to avoiding mandatory overtime and treating team members with respect.

* **Future plans:** You mention the upcoming Arena mode and ongoing content development.

* **The tattoo promise:** You share the fun anecdote about Kittelsen’s tattoo commitment.

* **Navigating the VR landscape:** You incorporate Kittelsen’s advice for developers on focusing on a few platforms, acknowledging the complexities of the market.



Here are some suggestions to further enhance your blog post:





**Expand on the challenges:**



* **Server Loss:** Delve deeper into how the team recovered from the server loss.What solutions did they implement? What did they learn from the experience?

* **Quality Assurance:** Elaborate on the discrepancies between the early builds and the final release. How did these issues impact player experience?



**Highlight gameplay elements:**



* **Titan Battles:** you mention battling titans. Describe a bit more about these encounters – are they epic boss fights? How do players approach them strategically?

* **Gameplay Mechanics:** What makes Behemoth’s gameplay unique and engaging? What VR features does it leverage effectively?



**Include quotes from players:**



* Share feedback or testimonials from players who have experienced Behemoth. This will add authenticity and give readers a sense of the game’s reception.



**Add visuals:**



* Incorporate screenshots or video clips from Behemoth to visually showcase the game and its features.

* Consider including photos from the development process or of the team celebrating the launch.



**Conclude with a strong call to action:**



* Encourage readers to check out Behemoth, either by providing links to purchase or download the game or directing them to your review.



By adding more detail and context to the key points you’ve already established, you can create a truly engaging and informative blog post that will resonate with readers interested in VR gaming.

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