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MythForce Interviews — Aron Bend (Sr. QA Analyst)

MythForce Interviews — Aron Bend (Sr. QA Analyst)

August 18 2022 in ,

Hey adventurers!

Thanks for checking out this week's MythForce interview with Aron Bend!

Aron is a self-taught developer, programmer, and analyst. His professional journey began in fall 2012 when a friend at BioWare suggested he apply for QA after seeing how frequently he found bugs while they played games together. Aron contracted to test Mass Effect 3, returned for Dragon Age Inquisition, and returned again for Mass Effect Andromeda. He joined Beamdog in the autumn of 2018. In his spare time he plays games and runs a D&D campaign on Twitch. He's also building his own game, teaching himself coding, level design, pixel art, and animation.

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What games first attracted you to game design?

There wasn't a specific game that drew me to the gaming industry, but rather a feeling: the feeling of getting to explore a new world, enjoy new experiences, and having a temporary escape where I could be someone or something other than myself.

What is it about 80s fantasy animation that works so well in a video game?

I think its simplicity is part of what makes it work well in a game. You take away a lot of the minute details and give a more central focus. As a result, there's a lot less to distract you from what's going on.

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What's the most challenging task you've had while working on MythForce?

The most challenging tasks are definitely when I receive a vague report of a serious bug and am left to figure out how it happens and how to make it happen more consistently. It's satisfying for the ones I'm able to track down but can definitely be frustrating for the ones I'm unable to get any traction on.

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Which is your favorite MythForce character to play?

Maggie is my favorite, followed by Hawkins. In most games I enjoy playing the spellcasters or the ranged DPS, and both of these characters have the tools to provide good damage output while also manipulating the battlefield.

What is the most exciting, ridiculous, triumphant, or humiliating moment you've had while playing MythForce?

Early on, we had a goblin construction sign as a placeholder asset, and it had physics, albeit aggressive and untuned. We'd kick it and see how far we could get it through the dungeon, but occasionally when you hit it you would get catapulted through the roof and out of the world.

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What's the most appealing element of a roguelite game?

I find the most interesting part of a roguelite is having to work with what enhancements you find, as it can drastically change how you play. MythForce, while not leaning super hard into this aspect, does still do so through the drops, loot effects, and perks you obtain through a run.

How does the cooperative mode in MythForce compare with the solo play experience?

The solo experience is currently harder than the multiplayer experience as you have no way to be revived if you die. Multiplayer is a lot more forgiving and is easier as you usually have a wider set of tools at your team's disposal.

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