INTERVIEW WITH A GAME DESIGNERšļø
Pilots, every new aircraft begins with an idea š”
We spoke with one of our game designers who brings these ideas to life as combat machines in the game. Read the interview to learn more about the inspiration, balance decisions, and what happens behind the scenes of development.
ā Q: Tell us a bit about yourself. What aspects of the game are you responsible for?
š¬ A: Iām responsible for making sure every aircraft in the game feels like more than just a set of numbers ā each one should should offer a unique and memorable gameplay experience.
ā Q: How many people are involved in creating a new aircraft?
š¬ A: Several teams work on each aircraft: artists, 3D modelers, animators, and, of course, game designers. Itās always a collaborative effort.
ā Q: Where does work on a new aircraft begin?
š¬ A: It starts with an idea and a clear goal. We ask ourselves: why does the game need this aircraft right now? Sometimes itās about filling a gap in a league, and sometimes itās about introducing a new aircraft with unique gameplay traits.
ā Q: Do you focus more on historical prototypes or gameplay needs?
š¬ A: Gameplay needs come first, but we donāt disregard real-life prototypes. We carefully consider where and how they would fit best. If an aircraftās real-world specs make it significantly weaker than others in its league, we thoughtfully adapt it to maintain fair and engaging balance.
ā Q: What comes first ā stats or the aircraftās place in the game ecosystem?
š¬ A: We first define the niche the aircraft should occupy, and then determine the stats that allow it to perform effectively in that role.
ā Q: Which parameters are the hardest to balance?
š¬ A: The hardest ones are those that directly affect player interaction ā for example, maneuverability combined with speed. Even a small change in turn rate (degrees per second) can turn an average aircraft into an ultimate dominance machine.
ā Q: Have there been cases where an aircraft had to be significantly reworked after testing?
š¬ A: Yes, that happens. We often need to find trade-offs between stats ā strengthening one usually means adjusting another. For example, increasing acceleration directly impacts maneuverability, since higher speed allows for faster turns and reactions. In some cases, weāve had to noticeably revise certain parameters after testing.
ā Q: How do you know when an aircraft has ābrokenā the balance?
š¬ A: We analyze statistics and player behavior. If, at a certain tier, most players start flying only one aircraft and its win rate stands well outside the expected range, itās time to make adjustments.
ā Q: Do aircraft have hidden traits players might not realize?
š¬ A: The gameās physics model is much deeper than what players see in the interface. There are hundreds of micro-parameters that shape an aircraftās ācharacter,ā even if they arenāt explicitly listed in its description.
ā Q: How long does it take to create one aircraft on average?
š¬ A: From concept to release, it usually takes several months. Itās a long process of iteration, adjustments, and polishing.
ā Q: What comes first ā visuals or mechanics?
š¬ A: Work on visuals, testing, and balance happens with the finished model in place ā this makes it easier to feel the aircraftās dynamics and fine-tune its behavior accurately.
ā Q: How does internal testing work?
š¬ A: First, the responsible game designer configures the aircraft. Then it goes through internal playtests within the game designers team, adjustments are made, and testing is repeated. After that, QA (Quality assurance team) conducts its own testing. Finally, the game designers perform a last review playtest to evaluate the final result.
ā Q: Have there been any funny bugs?
š¬ A: Nothing particularly funny comes to mind. Most issues are minor technical details that get fixed quickly during development. We aim to get things right from the start š
ā Q: Was there an aircraft that was especially difficult to develop?
š¬ A: Not really. Most challenges tend to arise during the modeling stage ā flaps not rotating correctly or spawn points being misplaced. I donāt recall any major balance or technical issues recently.
ā Q: Is there a model you dream of adding to the game?
š¬ A: Yes ā the Vought V-173. Itās a very unusual and fun aircraft. However, it would be difficult to fit into the main progression. Iād love to see it appear in a special mode or event someday, but for now thatās just a dream.
ā Q: If you were a player, which aircraft would you choose?
š¬ A: I am a player ā itās hard to truly understand a game otherwise. My two favorites are the MiG-29 Fulcrum and the F-16C Falcon. Both feel dynamic and incredibly satisfying in combat.
ā Q: Can you hint at whatās coming next? š
š¬ A: Letās just say the skies over Europe are getting stormy. A certain well-known āTyphoonā is already on the horizon ā just not quite yet š¤«