Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.
Access the survey HERE!
Which developers are responsible for the design of each killer?
Any one know?
Comments
-
From what I can tell its the Lead Game Designers, how ever Im pretty sure theres also a team of people who pitch around ideas.
So its probably a tag team of 2 or more teams that go into making a chapter.
Could be and most likely am wrong tho
0 -
There aren't many on the balance team that outwardly make themselves known - McLean, Almo and Patrick are the main ones, and obviously one left. It's hard to make a judgement based on that.
McLean was Blight's (and I think Oni's?) lead designer, but most killers' origins are shrouded in mystery. I know Almo designed Clown and Doctor's reworks, and don't quote me but I think he designed Demo? I vaguely remember that, but I could just be misremembering. This also isn't killer specific, but Almo came up with Trail of Torment's rework which I deeply appreciate him for because I've been having a lot of fun with that perk recently. I also remember when Plague came out (and was promptly and immediately overshadowed by the leaking of Ash in KYF) one of the devs expressed disappointment in the killer they'd worked on for so long more or less being forgotten overnight. I think it was McLean? This was a while ago.
No idea who at BHVR was responsible for the deluge of slow, inefficient 1v1 powerhouses, if it was one singular guy. But I doubt each killer has a defined "father", it's more probable that the whole balance/design team works on each. Personally, my theory is that McLean's "signature" was difficult high-mobility and high mechanical skill killers, while Almo's "signature" is large killer overhauls that add a new ability, and give more depth to a previously simple killer. I also have a sneaking suspicion he might have come up with Pinhead. But it's still largely speculation, and I don't expect that to change any time soon. Although I would deeply respect the dev that comes out to admit they were the one who designed Twins or Trickster, because the backlash would be huge.
3 -
I don't really know, but whoever is in charge of Billy, Freddy and Deathslinger has messed up big time.
0 -
Isn't Almo Live Design? Meaning he mainly contributes to stuff thats already released when they take a look at changes.
0 -
The Design Team is precisely that - a Team, not one person makes decisions for the whole team.
Yes there's a Lead Designer, there's also a Design Director and a Creative Director as well as numerous designers. There's then UI designers, animators, level designers etc. So many different things go into producing content.
4 -
Just like in any creative enviroment the credit or blame can never be passed down to one singular entity. Any production weather its film television or gaming all have different departments and while the end product may be different in how its presented they all still require a group effort. The governing factor all boils down to Time and based on your projected timeframe productions will often have to make cuts or adjustments on the fly. Even in film too often mistakes have gone to print before anyone could say anything due some sort of rushed fix that needed to goto print. You dont see them often but when you have a trained eye for it you catch them all over the place. As for dbd like with many other games dlcs are also on a scrict timetable to release especially with a license holder so that they dont take a penalty in the revenue share. Just dont go calling out certain devs for mistakes as the real enemy is almost always time which nobody is immune too.
0