At a tumultuous time for the sports industry, experienced goddesses of studios like Bethesda, Ubesft, and Capibra Games, a new studio, soft rains, head of the studio, Joel Burgess, Game Director Matt Scott, and Technical Director, Telenchiel, Telenchie, and Telenchie, Director.
Among them, the team has worked on sports like Skyrium, Fall Out 3 (and 4, and 76), Velvent, a Mortashian story, and non-Pitc-Donable Grind Stone. The first game of the Soft Rains is a first person made in the Unreal Engine 5, and the former Scyrium, Fallout, Grind Stone, and Watch Dugs: Legion Dev Burgess says he “doesn’t worry too much about seeing the DNA of this item we have worked before.” He said, this is not a “spiritual successor” of his previous games, puts pressure on the Burgess, so don’t expect that soft rains will create a “slight skimmer”.
“We couldn’t go beyond our sources”
“At the end of 2022, soft rains began to gather,” Burgess told us in GDC 2025, “but we kept our nose down a bit.
We want everyone to see the signs of their thumbs on the soil of the game
Joel Burgess
The industry has witnessed extreme fluctuations in the last four years, and Burgess says soft rains have been informed about the moving, but did not appreciate them. “There is always the weather outside your window,” he said. “We have tried not to appreciate the situation excessively. At the end of 2022, there was a special kind of game and a special kind of studio we were understood about. If we follow all the advice, and follow a lot of good advice from the smart, good faith people, we wanted to make a particular bozer technology. And who are we becoming a team?
“Now that we have been on it for a couple of years to build this game and to know each other and to know our workflow, it is once again. Yes, we are at a moment where things really feel upset, and with the advice we have gone out of the sense that we have a chance to work on the opportunity, and we have better things to do.
Some former Ava Devas has said that he never wants to go back to the AAA scale. Burgess, who is working on very small and large teams, says he has nothing against AAA and some of these roles were “very, very happy”. Instead, she talks about the kind of the team is making a soft rain type and how their game is made aware of, and the size is just one factor. The focus is on clear and meaningful individual input. “The things where I personally was the most pleasant, was where it was a different scales atmosphere – I use the metaphor we talk about – we want everyone to see their thumb marks on the soil of the game,” says Burgess. The scale here is important, but also cooperation and communication. “This is a game that exists because of this team.”
The Burgess Skyrium Levels refers to his experience as a designer, where he was part of a team of about 95 people at the height. He says, “Things were built because someone cared about its construction.” “We knew that this was a huge game, we knew how to move forward, and we created an atmosphere in the game where you had the opportunity to make a difference in the game. Have more size.
“The game we’re making is not the spiritual successor of X”
The dynamic and scope of the first title of soft rains has formed its team. So what is it? They have played and played and played and played and first tested the science-fi adventure, and Burgess-who seems to be afraid of the feeling that he is a Executive Now, after joining the game “My Bedroom in my bedroom in my bedroom” – he says he has found “some good action” and “good, a, cranchy mechanics”. He describes it as “tender”, and “really described it as an Ernest that I am very excited about.”
I don’t want to try to make things that re -occupy some of the former splendor
Joel Burgess
He added, “(that is) is really notified by what we like, from classical deep SIM games, as we love arcan or dishonesty.” “The things we understand are really interesting that they feel that they can only exist just like a hard space: ship breaker.” There’s a little story of Marsh there, with everyone “really wants to bring the best of what I have done before.” The focus was on the test and the theory that avoided the heavy R&D-skin, get it faster in the engine, and regularly play the game for “what is working”.
The team won very quickly on science -fi, with more conditions than old memories. “At this time many myths of science -fi and speculations talk about the worries and worries that were contemporary at that time.” “Science fiction that felt as if it could be compatible with our time as if it could be very unique to us.”
He added, “It’s really aware of things we love and things we have worked on.” The balance of what the team has done, what they want to do, and what people can expect from their background team are exposed several times in our conversation. A feature construction on the work of Burgessa’s Bethesda was thrown after the proto -typing, for example, while another initial idea was developed in the “Core, Plane Mechanic”. “I’m not worried about watching some DNA working before,” but at the same time, “I don’t want to trade much on old memories … I don’t want to try to make things that will regain the former.”
He says, “With a list of my experience, with the experience of some of our colleagues in the team, we go to a room with an investor or publisher or anything, and one expects we will make a little scary.” “It can be greatly benefited from going to marketing and pitching and investment, but is it interesting? It is probably selfish, but as a creative person, I have some things about the things I have done before I would love to re -occupy it, but it was often a dynamic team.
“I think the players will see the elements of the things we have worked on, but I think I can definitely say that, the game we are doing is not the spiritual successor of the X. This is not the story of a similar studio that is making a game X killer. There are things we are good. And one of them is the things we have. “
Another Skyerium and Fallout veteran left Betasida after 14 years as he had already made 3 running won winners: “This is a really difficult thing.”