The skills we are looking for depend on the position for which we're hiring. Making a multiplayer game is ten times more complex than a single-player game for a reason. Imagine the code – we once had a bug where if Player 2 used a skill, all other players' cameras would move to Player 2's camera because it wasn't appropriately networked. We are only discussing game design and balancing here. How does that affect the pricing of goods in the stores? Should we consider multiplayer when pricing goods? So, should you scale everything exponentially? And what about the in-game economy? When playing with four players, a player can progress four times faster. For example, balancing a single-player game is relatively straightforward, but what happens when your game can be played by one, two, three, or four players simultaneously? How should the enemies scale based on the number of players? Should they scale linearly, multiplying everything by four for four players? But having four players is more advantageous than having one, as they can revive each other. When creating multiplayer games, even simple tasks become exceedingly complex. I would say that the game development scene in Brazil is incredibly vibrant, with studios of all sizes now thriving. We recently ran our first Made in Brazil Sale on Steam, organized by BitCake's marketing team and me! It was a massive success, with over 250 studios and 600 games participating and benefiting greatly from sales or wishlists on the platform. We also have successful indies specializing in making games for the local market, such as Dumativa, which raised over four million Brazilian reais ($800K USD) to develop a game in partnership with a prominent local YouTuber. We now have a mobile gaming unicorn in Wildlife, and Epic Games just acquired Aquiris and rebranded it as Epic Games Brasil. But since 2012, we have seen significant growth in all sectors. However, only one or two development companies made games for hardcore or indie audiences, and those no longer exist. We did have MMO publishers that brought titles like Ragnarok Online and other soon-to-be free-to-play games. When we first started, there were only a few studios in Brazil, most of which were outsourcing or advergame companies. The game becomes increasingly challenging the longer you survive, and each time you level up, you receive upgrades that improve your chances of survival. You and your team must survive hordes of enemies while completing objectives and staying alive for as long as possible. You can think of it as an anime version of Risk of Rain 2 with a dash of Vampire Survivors. Our latest project is Atomic Picnic, a 4-player co-op third-person shooter roguelite. Today, that studio no longer exists, but we've grown much larger than they ever did and have been going strong for much longer. When we arrived, the studio offered us the opportunity to use their space and mentorship to develop our games, and we jumped at the chance. My partners and I were invited to visit a bigger studio in Rio de Janeiro one day, even though we didn't know each other then. I'm one of the studio's founders, and our story is crazy. I have a bachelor's degree in Game Design from a university in São Paulo, and I also studied 3D animation at Gnomon School in Los Angeles. My name is Eduardo Lamhut, and I'm the Creative Director at BitCake Studio, a small, fully remote studio in Brazil with around 30 employees.
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