Gaige Hallman · Technical Artist, Character TeamDefinitely an advantage in terms of seeing some problems early that we solve now. Like the neck seam, we went over this a little bit in the interviews. The neck seam problem, while we could have solved it later, finding it now allowed us to then solve problems on the female as well. And then the techniques to solve that will be carried over, and now we know what to do. So going forward, when we have more assets, more aliens maybe, we know how to solve this problem.
Jeremiah Lee · Senior Character Concept ArtistI was just going to say, it's a lot easier to fix problems on the base level. When we release the full product and you have a large amount of stuff, we're going to be like, I don't know where to put things, I don't know what's causing this issue. But when we start off with a small package, you can start focusing on those base issues and then we just stack on top of it. So it's a smoother transition to the final product.
Josh Herman · Character Art DirectorIt's building blocks for a lot of things, everything from the items to how the items interplay, making sure that you're seeing other people's characters in the same way that you're seeing your own. We're looking at things like icons, we're looking at UI. So it's not just getting that small thing, it's a bigger set of things.
Gaige Hallman · Technical Artist, Character TeamAnd the entitlement tech, too. We got a lot of that out of the way, which is really nice. Persistence. There's a lot of things that happen. Doing that on the small side was much better.