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Their first game, Bastion, received high critical praise, including being listed among several "Game of the Year" lists from game journalists. They used a number of freelancer programmers and developers they could call on for help at various times during the development of this first game. Musician Darren Korb was hired for audio and music work.
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Artist Jen Zee became the studio's third member, and, later, its art director. In 2009 they agreed to quit their job, move into the same house, and begin to work on a new game together.
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Both had been working at the Los Angeles studio of Electronic Arts, involved with the Command & Conquer series. Supergiant Games was formed by Amir Rao and Gavin Simon in 2009. I have to imagine if you do the math, the return on investment for a switch port just isn't there.Amir Rao, co-founder of Supergiant Games, in 2012 It doesn't matter how good the game is or how well it does (okay, exaggeration, but less important) as long as they can get all those preorder and day/week 1 sales. This is contrary to AAA devs that need to churn out the next big name game (CoD for example) - they rely on a HUGE initial sales push with lots of advertising to make their revenue. Indie companies like Supergiant rely on what's known as a "long tail", where they make the bulk of their money over time as the game passes from person to person via positive word of mouth. Anyone looking for more of SGG's work after playing Hades would look at the options and see Bastion and Transistor as similar experiences they want to try but see Pyre as something cool and different but not what they're looking for. It's a radically different game than the other 3 whereas Bastion and Transistor share the isometric, hack and slash kinda feel of Hades. I agree, Pyre is a gem of a game but I don't think that opinion is widely held. I think it comes down to the popularity of the games.
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