Talking Death Garden With Design Director Matt Jackson

By Nicholas Barth ·

Twin Galaxies was able to sit down and speak with Death Garden's Design Director Matt Jackson at PAX East this weekend and got an inside look at Behaviour Digital's upcoming a-symmetrical survival title.

Talking Death Garden With Design Director Matt Jackson

Behavior Digital, the developers of the asymmetrical survival horror game Dead by Daylight, recently announced their latest entry into the asymmetrical genre with their newest game Death Garden. The asymmetrical shooter pits a group of agile Runners against one extremely powerful foe in the Hunter whose main mission is to kill the Runners before they can escape the Garden, an ever changing arena.

Attendees of PAX East this year have gotten the chance to try out Death Garden and see what it brings to the world of asymmetrical survival games. We were able to sit down with the Design Director of Death Garden, Matt Jackson, at the event and discuss the motivation behind Behavior Digital's new game and what players have to look forward to when they take on the roles of the Runners and the Hunter. 

Twin Galaxies: Can you tell us the thought process behind deciding to go forward with an asymmetrical design and how other asymmetrical titles such as Dead by Daylight influenced you?

Matt Jackson: “Dead by Daylight is a great game, we love it. We love the asymmetrical genre, and we thought about what we could do to push it further. We love the design challenges that come with it, and so this was kind of our brain child from those thoughts.”

Twin Galaxies: Is there a deeper story behind the hunters and runners?

Matt Jackson: “We do have a lore behind the game. However, it is not something we are wanting to discuss today. We are focusing on the gameplay in order to get that right before we reveal more about the lore and the history behind why this conflict is happening.”

Twin Galaxies: What are the different types of runners and how do they affect gameplay for each person?

Matt Jackson: “We have three different roles for runners. These roles are soft classes and can be changed every round. We have the Hunter Control whose job is to lockdown the hunter and keep him away from the capture point. We then have the Hunter Torment whose focus is on making the hunter frustrated and causing him to make mistakes. There is also the Runner Support who keeps their teammates alive by healing and shielding them.”

Twin Galaxies: What are the different kinds of game modes and the objectives they present to players?

Matt Jackson: “We have one objective based mode right now. We plan on offering much more in the future. I can not really talk about what they would be at the moment, but suffice to say that it is not just going to be what is available here at PAX. There will be many game modes as part of the whole where people will be able to strategize perks, powers and what not.”

(Source: Deathgarden.com)
(Source: Deathgarden.com)

Twin Galaxies: Do you believe that asymmetrical games should and or could become esports titles?

Matt Jackson: “It is up to the fans to decide if asymmetrical games are worthy of being included in that group. Our goal is to make the best asymmetrical game possible. We love competition, and we want to foster it. Our game is not pay to win or grind to win either. We want to have everyone on the same level playing field when they play.

Twin Galaxies: Could you give us some more information on the map system for Death Garden?

Matt Jackson: “We have a procedural system, which creates a different map every time you play. We currently have the map that we call Foggy Day. I can’t reveal more about what we are doing, but suffice to say that this is not the only thing you are going to see. We are going to offer different visual interests to players as they continue to play. The procedural generated level changes gameplay every time you play. The objectives are in different places, and the map is drastically different as it can be bigger, smaller or taller. We hope that this will create unique experiences everytime you play.”

Twin Galaxies: Will there be any customization options for the Runners and Hunter?

Matt Jackson: “Yes, definitely. We are showing off just a few of the options we have here at PAX. Both Runners and the Hunter will have a suite of customization options.”

Twin Galaxies: What is the timeline for the release of Death Garden?

Matt Jackson: “I can’t talk about the specific timeline we have, but we do have a sign up for a closed alpha that is on our website right now. I can’t tell you exactly when that will be, but it will be coming soon.”

Twin Galaxies: What makes the Hunters such a formidable foe for the Runners?

Matt Jackson: “Right now the Hunter has two weapons he has access to. We are only showing off two weapons here at PAX, but the Hunter is going to have more he can select from to decide on his playstyle. The Hunter also has what we call a power. We are currently showing off two, but again there will more to choose from, and players will be able to select one to use. The powers we have now are the turret, which allows you to place down two turrets to gain map control and kill runners, and supercharge, which allows you to jump extremely far and run at an increased speed. They also have a suite of perks that are passive abilities that are active as soon as you pick them, and they allow you to customize your playstyle.”

(Source: Deathgarden.com)
(Source: Deathgarden.com)

Twin Galaxies: You mention being able to jump extremely far with the Hunter. Is there an edge of the map that you can jump off and if so, how does that penalize you?

Matt Jackson: “Players are able to jump off the edge of the map, but there is a penalty for it. It doesn’t kill you or remove you from the game, but as runner you have to be careful to not get thrown off as your team will suffer a penalty for it.”

Twin Galaxies: Death Garden has many similarities with Dead by Daylight. Can you tell us what sets it apart?

Matt Jackson: “Our game is intensely team focused. When you play as a runner you are able to see the other runners through a white outline at all times that helps players coordinate with one another. We also have a quick chat system that allows runners to communicate about the Hunter’s position or ask for help with an objective. You win and lose as a team and not as an individual. Your team has a pool of lives that are shared amongst everyone. Even if you are playing well, if you do not help out your teammates you are going to lose. That is the major difference between Death Garden and Dead by Daylight.”

Twin Galaxies: How will the matchmaking system work in Death Garden?

Matt Jackson: “I can’t talk about the specifics of the matchmaking system at the moment. However, there is a max of five players that you can play with in a party as all runners. We do not want players to match with people they know as the Hunter and play competitively as it could throw off the balance of the game. That doesn’t mean we will not have an option to create private matches in the future, but I can not discuss that right now.”

Twin Galaxies: Could you dive into the crates and what they bring to the game?

Matt Jackson: “Everyone has the ability to mark crates by default that reveals them to your whole team. We have ammo crates, which give you basic bolts, health crates and the upgrade crates. These upgrade crates and the parts you get from them allow you to buy upgrades for your weapon as a runner. This allows you to manipulate the Hunter and escape alive.”

Twin Galaxies: Are there any tips or tricks players coming into the game should absolutely know about?

Matt Jackson: “You can’t damage the Hunter. Shooting anything at him that are just your basic bolts is just going to anger him. It is just like someone shooting a pea at a giant. You might think you can take him down or trick him into doing something by shooting at him, but I would say do not do that. Wait for your team, pick your right moments and choose to act at those moments. Players will also be able to shoot their weapon and drop what is essentially a mine that currently stays on the ground for 30 seconds. This acts as a trap for the Hunter as he will get stunned if he runs through it.”

 This interview has been edited for clarity.

(cover photo courtesy of Deathgarden.com)