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Guest Column: Lifers, Vol 1.

Greg Kasavin details his move from game critic to game developer.

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Recently somebody asked me what I'd do instead if I had never gotten into games. I thought about it for a little while then told him more or less that I had no idea.

This is maybe a too-narrow point of view for someone whose job title is 'Creative Director' of an independent game studio. I ought to be a more-worldly sort of guy, flashier, more fun. But games have been the single constant in my life, from my earliest memories. Other than that I like to write, and I like to work. Along with massive strokes of luck from time to time, this straightforward combination provided me the basis for a career in games that's soldiered on now for two decades long as of this year.

I spent the first half of my career working on websites like Gamespot, which was designed to drop knowledge about games in an entertaining way. I did a lot of things there, but foremost in my own sense of identity (and probably in your own sense of me if you knew me from my work) was that I was a critic. I wanted to understand what made games work and report back on my findings.

I did that for a while. Since I started as a part time intern and ended up years later as editor-in-chief, I saw things from a lot of different angles. We navigated lots of changing times. That some of my former colleagues from back then are still at it after all this time is astonishing to me like you have no idea, the talent and determination of these guys.

I left GameSpot nine years ago, almost to the day, to pursue a lifelong dream I had to work on games, to make them. It was a big change, the first of several more. My career changes put my family life and finances in some amount of jeopardy. It was very selfish in a way. Knowing that full well I still went through with it at every turn. I only wanted to turn back once in a while. My wife Jenna must have known what it meant to me as she put up with it.

My first job in game development was as a producer on the Command & Conquer games at Electronic Arts. The short story is one day, a friend and former GameSpot colleague named Amer Ajami (who'd been working at EA for some time) let me know his team had a producer opening. Being aware of my interests in development and having come from a similar editorial background, Amer wondered if maybe I was interested, and I'm sure I told him yes with little hesitation. I loved my job at GameSpot, but as I was getting close to age 30 yet feeling no closer to even having tried development, I was getting very restless. I could always come crawling back to writing about games, I thought.

Anyway, I got the job. Started commuting from San Francisco to Los Angeles. I thought my wife and daughter, who was 2, would move down at some point but one thing led to another and I just kept commuting. I'd see them every other weekend, then my dad would drive me to the airport at 5:30 in the morning Mondays. I'd be among the first to get to work. This was such a shameful arrangement I told almost no one. You must think I'm boasting now.

I came in on the tail end of Command & Conquer 3: Tiberium Wars, which GameSpot generously awarded a 9.0 at the time of its launch. The game was put together by an extraordinary team that had been belting out hit after hit, year after year, from the days of Command & Conquer Generals on through the Battle for Middle-earth games and then C&C3. Subsequently, Red Alert 3 was the first game I worked on start to finish. For my part I just wanted to get in there and make myself useful without getting underfoot. I ended up getting involved with tons of stuff I really cared about, some of the little details I loved about those games, from writing voice responses for the units, to designing campaign missions, to making a tutorial worth a damn, to putting together the instruction manual. You have no idea how grateful I feel that I got to work on a couple of printed manuals for games. Red Alert 3 was a challenging and exciting project, and a great experience on the whole.

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I met some good friends while I was at EA. A couple of them left around the same time I did back in 2009, when our team had started to disperse for a variety reasons I wrote down here then deleted. Two of these friends of mine, Amir and Gavin, formed a small then-nameless studio, which later they called Supergiant when they realized they had to call themselves something on the title screen of their game, our game, Bastion. But while they were getting started, I was getting started at my own new job at 2K Games, as a producer. Same title as EA, totally different job, totally different organization.

2K was such a breath of fresh air in so many ways. I thought the studio was just fearless. If a game needed more time, the studio was prepared to bend over backwards to make that happen from the top down. It wasn't business by the numbers. The game I worked on was called Spec Ops: The Line. It was in development for years before I joined and still wasn't done when I left. But boy was it something in the end. Spec Ops: The Line rightfully enjoys a sort of cult following to this day and I think it's one of those games that had a very high chance of leaving a permanent mark on whoever took the time to play it through. Anyway while I was at 2K, I was in the middle of this big project coordinating between a publisher based in Marin County and a developer based in Berlin. Traveling to Berlin from time to time seemed like an upgrade from commuting to LA, and my life regained a relative bit of normalcy.

I guess that normalcy made me uncomfortable, and it was right around a year into that job just days after my son was born that I resigned from 2K to reunite with my former EA colleagues who were busy getting Bastion built and Supergiant off the ground. For the first time since I was a teenager I was mooching off my parents just to make ends meet, since we were self-funding the project. I'd drive 90 minutes to San Jose to the house where Supergiant was based, usually to spend a night or two hunkered down with the team, or work from home some days.

It couldn't have been more different from 2K, or EA, or GameSpot. Man, it was great. Hell, I'm still there, still doing this stuff, it's been great. It reminded me of getting started to begin with, making fanzines with my friends or throwing together web sites in my parents' basement. We worked and worked.

Bastion was our one shot. I felt like it was my one shot. I grew up playing everything. People ask me what's my all-time favorite game I tell them Ultima V and Street Fighter II. Those games couldn't be more different from each other but each in their own right, they're these worlds. I wanted to make these great big little self-contained gameworlds like those. And Bastion was really the first time I had a chance to be a part of something like that, to create characters and stories, build levels, script encounters. See ideas go from just ideas to becoming real things, which players could then interact with and experience, and with any luck extract from them those kinds of little moments that we remember from our favorite games. Games that spark your imagination like the games you played as a kid. That idea resonated a lot with me and all of us. I'll always feel indebted to my friends and colleagues for believing that I had it in me to do this kind of work, because there's just no way anybody else was going to let me do that job, if not them.

People ask me how to get started making games. For me it took me 30 years to get my shot. So don't ask me.

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We got another chance at bat after Bastion's success. One of the best parts of making that game was just making everything up, everything. Here's this world, here are these characters. These are the parameters, the internal rules. Based on impressions of things but not on anything really. The conventions that it uses are just there to set up little twists. I loved that. We figured let's do that again. How about a sci-fi love story this time? Cyberpunk-y sort of vibe. Yeah, let's do it.

Transistor was difficult for me. I was naïve in thinking some things would be easier the second time. At GameSpot when we had a month or two to plan ahead it was a big deal. Eighteen months on Red Alert 3 felt at first almost indulgent. So working for 2-and-a-half years on something was a new experience for me. With the investment-of-time came more anxiety in some respects, and at some point the late nights must have added up. The game's been out close to two years now and I still think about it all the time. Some people say they like it more than Bastion and I feel vindicated every time I see it, then feel foolish. These games are not in competition. They're both a part of who I am, and what I've come to understand.

Sometimes I miss writing about games, as much as I love writing for them. This opportunity to write to you again meant more than you might guess. But now, unlike nine years ago, I realized I didn't know what to write. I didn't want to write about myself like this and tried not to. I wanted to tell you about my favorite Hearthstone streamers and next time maybe I will. But thanks for bearing with me just this once. Besides, I realized something: whether I'm writing about games or writing about myself, it isn't any different.

Until next time,

Greg

Greg Kasavin is a writer and designer at Supergiant Games, the small independent studio behind Transistor and Bastion. Prior to joining Supergiant, Greg worked at 2K Games, Electronic Arts, and GameSpot. He's @kasavin on Twitter.

180 Comments

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Valhallen

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Found this very inspiring :) Guest Columns already off to a great start!

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Syndrifter

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Edited By Syndrifter

Wow, this seems like it will be a pretty darn cool feature. I never got around to playing Bastion, but Transistor was an awesome game. The wonderful art, atmosphere, music, game play, and style were so awesome.

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turboman

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Really cool way to kick off Guest writers with Greg. I still remember how cool it was to watch the first 12 hours or so (before the fire alarm went off) of Oblivion with Greg years ago.

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paulunga

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What a smart move to start off this new feature with Greg! I have to admit that I never read any of his work on Gamespot because I never really frequented that site before the GB/CBSi deal, but I have come to respect him a great deal since. In no small part due to the Bastion documentary on this very site.

That both of Supergiant's games are among my all-time favorites doesn't hurt, either.

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Tribski

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I find it difficult to judge this article without the context of more of those guest columns. It was okay I guess, though I would have prefered an expanded description of any of those events or enviroments, instead of one big "well and then things went okay!"

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deactivated-6109c8479bb3d

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I've missed reading Greg K. But that photo... He lost a LOT of weight.

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Chris_Cov

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Love the video game "heart" in article. Would love to read more from Greg.

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gratefuldead207

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I enjoyed reading Greg's article. Ill look forward to reading future guest articles.

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mackgyver

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Thank you for writing this Greg. We miss you buddy.

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pompouspizza

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That was a really fantastic article Greg, well done!

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BrunoFFS

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This is a great read!

Also, i really, really LOVE Transistor.

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probablytuna

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I'm ashamed to say I never completed Bastion nor played more than an hour of Transistor. For some reason I just couldn't get into the gameplay of either games, but I adore the art styles of both. They're gorgeous games to look at, at the very least.

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crcruz3

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Great article, I love both Bastion and Transistor.

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bboymaestro

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Man, Greg has one hell of a track record since getting into making games. Good read!

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deactivated-5daa2dc0c43a6

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What a cool way to start this feature off. Great read can't wait for more. Transistor and Bastion are both amazing games, I can't rate one over the other.

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JoystickJunkie

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Great article Greg! Seriously good read and what a hell of a journey. When I was like 7 or 8 years old, I'd watch your reviews on Gamespot to see which games were worth getting - you were dead-on pretty much all the time and you got me into a lot of games that got me thinking about writing/gameplay/story in new and different ways.

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suikoden352

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Greg knocked it out of the park. Good job, Greg. I look forward to what comes next both from him and the other guest writers if this is what's to be expected.

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TomyDingo

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Great article Greg! I hope the other contributors are just as good!

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morecowbell24

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Greg is BACK!

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deactivated-586220c318d98

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What is up with the pic on the article? I've seen that actor guy in something before but I don't remember what.

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ArbitraryWater

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Edited By ArbitraryWater

I'm super exited to read more stuff from Greg Kasavin. I don't even care if the subject is more talking about game development, obscure Neo Geo fighting games, Classical CRPGs, whatever. Dude's a legend (I was only starting to get on the internet during the "Golden Age" of Gamespot so I definitely have a lot of fond memories from that site around 2003-2006) and I'm glad he's the one to get this guest contributor thing off the ground. Bastion is pretty great, by the way.

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Sarazar

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Greg is the man.

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NJerseyBoy

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The godfather of Gamespot himself.

You were the man who opened me up to the world of video criticism Greg. If you hadn't, I might never have come to appreciate just how deep the medium could be, how many great experiences I could have with it, or how much fun it was to laugh and play along with Jeff, Ryan, Brad, Vinny, and all the other bombers. Great job on Bastion and Transistor, and great job on this article.

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TreeTrunk

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I enjoyed that

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deactivated-64b8656eaf424

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Rad article.

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whyzenheimer

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Thanks for the honesty and insight Greg! Couldn't think of another person I'd rather have start this column.

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Hadoken

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Hook it up to my veins!!

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vocalcannibal

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GREEEEEG!!

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Lanechanger

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Greg, you can write about yourself all you want! It's always an enlightening perspective. I imagine you'll always think of Bastion and Transistor in one way or another, they're your (SuperGiant's) children after all!

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Afro_Stevens

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Man, with the inclusion of this article, it's like the best parts of the old days of Gamespot are back. Great debut for this.

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Askherserenity

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Great write up! Hope we get to see/read more of Greg on this feature.

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The_Nubster

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Greg, my only exposure to you is your various guest spots on Giant Bomb over the years, starting with the Building the Bastion series. I don't have the longtime memories of you that some people here do, but there's nothing but praise for your work and I respect the hell out of that.

I wanted to say thanks for your work on Bastion and Transistor both. Transistor's got such a personal, beautiful story and it manages to build that world and those characters in a way that feels entirely unique. I still think about some of the moments in Transistor, and it definitely sits at the forefront of my mind whenever I talk to people about my favourite experiences. If your goal was to leave a mark on the people who played your games, you've absolutely accomplished it.

Whatever you and your team are working on next can't come soon enough!

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sweep

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sweep  Moderator

You don't start the show with the show-stopper, Austin...

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cooljammer00

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Greg Kasavin's wife is a saint. As well as the whole Kasavin clan, including the grandparents, apparently. I'm glad Bastion came out on every single device with a screen known to man: you guys deserve to make that money.

Hopefully Transistor was just as successful, and I can't wait for SuperGiant's 3rd project.

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ALavaPenguin

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Edited By ALavaPenguin

Greg is like the one guy I always wished was on this site in a regular main dude format. That used to be Alex for me [along with Greg], but now Alex is here. Haha obviously less chance of that happening with Greg cause of his normal stuff he has going on, but pretty cool we at least get this!

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Baal_Sagoth

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Edited By Baal_Sagoth

Starting the guest columns with one hell of a bang! Welcome back man, so good to hear from you.

Transistor is wonderful. I, for one, am very fucking happy you guys went that direction.

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villo

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Edited By villo

Really enjoyed this.

Keep making great games, Greg.

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wadtomaton

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Awesome start to this series, can't wait for more! =D

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Dryker

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Don't have time to read this right now. I'll be back. Greg!

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Jblonsk

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Hey, cool article man! I'm glad I took the time to read it. After hearing your name dropped on bombcasts and the like, it's nice to finally put a face to the name, and a story to the name. Hope to read more from you.

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Dryker

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Okay, couldn't resist. Great read, Greg. Would love to see you back with the Bomb crew some time.

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FunADOG

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Great read, thank you for sharing Greg!

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INCSlayer

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Edited By INCSlayer

This was a great read Greg love everything you make :D

So we are starting the Guest Columns with a showstopper? I mean where do we go from here? now im expecting Columns from Carrie, Rich and everyone else from the good old gamespot days.

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kazen

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this is such a breath of fresh air! Love the stories!

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LeStephan

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This was great! Thank you Greg.

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WrathOfGod

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Boy, what a unique, cool, writing style you have, Greg. Thanks so much for sharing this!

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dynamix

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Edited By dynamix

Greg, you better not tease us with writing about your favorite Hearthstone streamers and not deliver!