Minecraft Gameplay Developer Cory Scheviak, a.k.a Cojo, tells DuDs and Jimbo how he comes up with ideas for updates and features.
Publish Date: Jun 25, 2021
Minecraft Gameplay Developer Cory Scheviak, a.k.a Cojo, tells DuDs and Jimbo how he comes up with ideas for updates and features. According to Cojo, he draws most of his inspiration from other video games, but he does occasionally stumble across a book—like Brandon Sanderson's Mistborn seires—that gives him an idea for a new element to add to the game.
Yeah, I feel like the Mojang studios is like area 51. Like you want to know what's going on inside there, but you got to be like qualified or you've got to have some clearance for that. Yeah, you got to have clearance, that's the word. Yeah, I I really miss the office, I have to say like it's really great to get to see people on on the video calls every day. But man, I would love to see them at the office again. Right. Uh next question I have here is from Oskarshamn 2399 What mob slash games inspire you for Minecraft features? Yeah, I really like this question because I think all game developers take inspiration from other games. Uh and I think it's really cool. So for different features, I have different things that have inspired me. So for raids specifically, I was inspired heavily by some of my favorite games which are left for dead too. And killing floor. Mhm I really love games where there's just hordes of mobs coming at you and you have to fend them off by defending a point uh that that definitely shines through in raids. That's very much what raids are. Almost too much I would say, especially since you're trying to defend the poor villagers who can't really defend themselves too much. But I think inspiration often comes from ideas that I was exposed to without even realizing it and sometimes I am more cognizant of it. Another good example would be the Amethyst Geode is actually the sounds I worked with Samuel, our sound guy because I was inspired by a bit Trip Runner and I really liked how the longer you went on the level, the more layers the sound would get and the music started at this very simple beat, but by the end of the level it was this like ethereal, very wavy, cool sound that had like five different layers to it. And I thought that was so cool. And I wanted the same thing for the GOs it was it's not quite the same. But I really like that the volume and the pitch increased the more you walk on them. And that's that's where I got the inspiration for that. Awesome. Yeah. And then one more example would be actually in the Gos again the clusters. I was inspired by actually a book, the Miss Born series. So there's like the sodium crystals and they only grow one place in the world and you had to go there if you wanted to get adam. And I thought it was really interesting that concept of like you have to go there to get it and I wanted to try that out with the clusters and that's how the budding amethyst idea came to be.