Listen as Hardspace: Shipbreaker Game Director Elliot Hudson and Art Director Chris Williams recount the game’s journey from a humble, one-week game jam idea to a chart-topping early-access title on Steam, and how key Unity updates helped bring the game’s evolving, ambitious vision to reality.
Mike develops and delivers recorded, live, and onsite learning content to help creators improve their Unity skills. He has experience as an indie game dev and a university educator.
Elliot joined Blackbird Interactive in 2012 to help lead the core gameplay design on Homeworld: Deserts of Kharak. With a background in film, Elliot was part of the internal game jam project that grew into Hardspace: Shipbreaker - and has been the games' lead designer for the last four years.
Chris WilliamsArt Director, Blackbird Interactive
Chris moved from the UK in 2017 to join the Hardspace: Shipbreaker team as Art Director. He's been instrumental in creating and refining the modular ship pipeline that enables Shipbreaker's procedural ship generation while allowing its unique cutting game play.
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Behind the Game: Little Orpheus
Go behind the scenes with The Chinese Room, the studio that launched Little Orpheus, a beautiful 2.5D platf...
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Behind the Game: Battletoads
Hear how Dlala Studios solved the challenges of rebooting this classic side-scroller (now on Xbox One), inc...
Go behind the scenes with The Chinese Room, the studio that launched Little Orpheus, a beautiful 2.5D platforming game that IGN calls “one of the best things to come out of Apple Arcade so far.”
Hear how Dlala Studios solved the challenges of rebooting this classic side-scroller (now on Xbox One), including preserving the spirit of its 8-bit roots with unique animated art, and more.
Mike Geig sits down with independent developer Tomas Sala to discuss The Falconeer. Learn about Tomas' journey as a solo developer – how he designed the game world and developed this next-gen title.
The team from Halfbrick discusses the development journey behind Fruit Ninja 2 – how they brought their game to Unity, updated the experience for today’s players, and what they learned along the way.
In this podcast, Battlestate Games’ COO and project lead Nikita Buyanov discusses how they're using Unity features such as Timeline and ProBuilder to create one of the most-viewed titles on Twitch.
Tim Raulin and Romain de Waubert from Amplitude Studios chat with host Mike Geig about their turn-based historical strategy game, Humankind. Learn more about the studio behind this ambitious title.
Go behind the scenes with Cinder Cone as they discuss their upcoming gothic platformer, Skeleton Crew. Hear about their inspiration, multiplayer design and pinball mechanic that literally kicks butt.
In this podcast, hear from Ben Wander – the founder of The Wandering Band and the game’s designer – on the creative process and Unity tools that bring this flying world to life.
The Game Band discusses the massive launch of Where Cards Fall with Apple Arcade, including how they implemented new tech and met tight development deadlines with this large-scale release.
Mighty Bear Games built Butter Royale, a multiplayer exclusive to Apple Arcade, using Unity’s Entity Component System (ECS). Hear their experience and get tips on how they made the most out of ECS.
In this podcast, Blackbird Interactive’s Trey Smith and Richard Harrison take us behind the scenes of their newest game, including how they used DOTS for mind-blowing destruction effects.