{"id":202444,"date":"2025-09-26T21:16:27","date_gmt":"2025-09-26T21:16:27","guid":{"rendered":"https:\/\/arcader.org\/the-story-behind-supergiant-games-transistor\/"},"modified":"2025-09-26T21:16:27","modified_gmt":"2025-09-26T21:16:27","slug":"the-story-behind-supergiant-games-transistor","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/the-story-behind-supergiant-games-transistor\/","title":{"rendered":"The Story Behind Supergiant Games\u2019 Transistor"},"content":{"rendered":"\n<p> <img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/04\/the-story-behind-supergiant-games-transistor.jpg\" width=\"800\" height=\"443\" alt=\"\" typeof=\"Image\" class=\"image-style-body-default\" \/> <\/p>\n<p>Coming off the heels of <a href=\"https:\/\/www.gameinformer.com\/digital-issue\/2021\/04\/13\/the-resident-evil-village-digital-issue-is-now-live\">our latest issue, which features a profile on close-knit studio Supergiant Games<\/a>, we\u2019re also sharing parts of the indie developer\u2019s amazing journey online by posting the stories behind its inventive titles. Last week, we took an\u00a0<a href=\"https:\/\/www.gameinformer.com\/2021\/04\/16\/the-story-behind-supergiant-games-bastion\">in-depth look at Supergiant\u2019s formation and its debut game, Bastion<\/a>. Now we\u2019re shining the spotlight on the studio\u2019s hotly-anticipated follow-up: Transistor. The studio\u2019s second game certainly changed things up, bringing in a fresh new setting and twist on the action\/RPG genre. The sci-fi RPG follows a famous singer named Red who gets more than she bargained for when she avoids an assassination attempt on her life and picks up a sword-like weapon that can communicate with her. All eyes were on Supergiant to deliver another hit, but Transistor turned out to be a project full of highs and lows, as the team worked to prove they weren\u2019t just a one-hit-wonder.\u00a0<\/p>\n<article class=\"embedded-entity\"> <img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/04\/the-story-behind-supergiant-games-transistor-1.jpg\" typeof=\"Image\" alt=\"\" class=\"image-style-body-default\" \/> <\/article>\n<h2>UNDER PRESSURE<\/h2>\n<p>Transistor remains Supergiant\u2019s most challenging project to launch. Bastion took 18 months to complete; Transistor\u2019s pre-production cycle alone took longer than that. It was also the first time a project started with a full team on hand. Not to mention Bastion\u2019s success was still in full view, thanks to part of the team focusing on getting it to work on mobile. The studio was also growing, adding a few new roles (like a 3D artist) that it had previously hired freelancers for. Eventually, the staff grew up to 12 members.<\/p>\n<p>\u201cWe were starting the game with a full team \u2013 including more voices and perspectives and learning how to do that,\u201d says studio director Amir Rao, adding that things that took weeks to figure out for Bastion took months for Transistor. \u201cThere was also all this invisible pressure of wanting to live up to [Bastion] \u2013 a game that was really well-liked and seemed with time to be getting more well-liked.\u201d\u00a0<\/p>\n<p>The team had put all they had into Bastion, all the ideas they had dreamed up if they ever had the chance to make their own game. \u201cIt\u2019s like you have your entire life to make your first album and a year to make your second,\u201d says composer and audio director Darren Korb. \u00a0\u201cAll of the ideas you&#8217;ve ever wanted to use, you can use on your first thing, and then you have to make all new ideas for your second thing in this much shorter time.\u201d\u00a0<\/p>\n<p>After having most of her art\u00a0go directly into Bastion without much time for iteration, art director Jen Zee welcomed the pre-production phase as it gave her more time to ideate on her art.\u00a0&#8220;I would say I may differ from the other guys in that I remember Transistor quite fondly,\u201d she says. \u201cIt represented an opportunity for me to basically evolve what I had done on Bastion into something slightly different \u2013 \u00a0and in what I hoped would be better. I had all these issues [in Bastion] with how I&#8217;d made some of the environments too overly detailed and the color was a little too strong here and there. I had no compositional control over certain things and didn&#8217;t work with light and shadow enough. Transistor represented where I could improve that stuff, having learned off of Bastion, and it was also basically a fresh start.\u201d\u00a0<\/p>\n<p>Supergiant knew it didn\u2019t want to do a Bastion 2, even if that would have been the safe choice. The team also decided early that Transistor would feature a science-fiction love story in a cyberpunk setting \u2013 but without the gritty backdrop. \u201cWe were really interested in kind of slowing things down and having a game with a more deliberate pace,\u201d says creative director Greg Kasavin. \u201cWe were seeing if we could capture the kind of drama and suspense of turn-based strategy games where you\u2019re biting your nails, wondering if things will go horribly wrong. We wanted to see if we could capture it in an action\/RPG setting. I think we got to them in the end, but it was a long, winding road.\u201d<\/p>\n<article class=\"embedded-entity\"> <img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/04\/the-story-behind-supergiant-games-transistor-2.jpg\" typeof=\"Image\" alt=\"\" class=\"image-style-body-default\" \/> <\/article>\n<h2>TENSIONS RISING<\/h2>\n<p>While the team agreed on these aspects of the game, they still struggled to agree on Transistor\u2019s direction and the difficulties continued to mount the longer it took to get things going. \u201cIt was really challenging for that game to find its point of view and to find its gameplay,\u201d Rao says. \u201cIt was challenging across the board to find its specific artistic and musical execution, to find the character voices, everything.\u201d<\/p>\n<p>Being on the project from the beginning this time around as creative director,\u00a0Kasavin said he ran into his own frustrations figuring out exactly what his role should be and bringing together the work of a much bigger team. It even led to his relationship with Rao being a little strained as they figured out the game. \u201cAmir and I clashed on Transistor,\u201d Kasavin says. \u201cNothing bad, but after having worked together quite harmoniously overall on Bastion, the pre-production on Transistor was more fraught. We just had more disagreements and struggles to align on what the game should be and what it should feel like. I think it&#8217;s attributable to the part where we literally had never had a pre-production phase like that before.\u201d<\/p>\n<p>Kasavin and Rao weren\u2019t the only ones who felt hardship. After getting such praise for Bastion\u2019s score, Korb struggled to find the sound for Transistor, saying he experimented for six months before he got it, calling it a \u201chair-pulling, frustrating experience,\u201d due to the added challenges of trying to write from a specific character\u2019s perspective and having main character Red be a famous singer. \u201cThe music, like it had to, was given a lot of responsibility for some of the emotional beats,\u201d he says. \u201cI&#8217;m glad it worked out.\u201d\u00a0<\/p>\n<p>Getting the project past the conception phase took\u00a0much longer than expected, causing tensions to rise. \u201cThe sort of the honeymoon phase of having pre-production time ended after a couple of months,\u201d Kasavin recalls. \u201cAnd suddenly we were just wandering in the woods in a way that was new to our team.\u201d\u00a0<\/p>\n<p>Things reached a breaking point right as the team was about to unveil the game at PAX East 2013. \u201cWe were so nervous about how it was going to be received that we almost pulled the plug,\u201d Kasavin says. The team was set to announce Transistor on a Tuesday, but was still having conversations on\u00a0Sunday\u00a0if they should change course. \u201cThat\u2019s how tense we were about how the Transistor announcement was going to go over,\u201d Kasavin says. \u201cBecause even at that point when we felt we had something to show that was like a real expression of what we were working on, we were still getting kind of mixed playtest feedback.\u201d\u00a0<\/p>\n<p>Ultimately, the group decided to move forward, figuring even if they had extra time, it wouldn\u2019t fundamentally change anything. \u201cIf people didn\u2019t like it, it would be better for us to know that sooner,\u201d Kasavin says. \u201cBut the announcement went over way better than any of us expected. It was just incredibly encouraging.\u201d\u00a0<\/p>\n<article class=\"embedded-entity\"> <img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/04\/the-story-behind-supergiant-games-transistor-3.jpg\" typeof=\"Image\" alt=\"\" class=\"image-style-body-default\" \/> <\/article>\n<h2>AVOIDING THE SOPHOMORE SLUMP<\/h2>\n<p>When it launched in May 2014, Transistor was a success. Our own Matt Miller gave the game a 9 out 10, <a href=\"https:\/\/www.gameinformer.com\/games\/transistor\/b\/playstation4\/archive\/2014\/05\/20\/transistor-review-game-informer.aspx\">writing<\/a>: \u201cSupergiant Games&#8217; follow-up to Bastion is a powerfully imaginative action\/RPG that evokes a sense of wonder and revels in experimentation.\u201d<\/p>\n<p>It wasn\u2019t just a success critically, either. Since Supergiant Games self-published Transistor at a higher price point than Bastion, it brought in more money &#8211; quickly. \u201cI think history may show that Transistor was our most important title because of its immediate success,\u201d says principal voice actor Logan Cunningham. \u201cBecause it was just like, whatever else the team behind Bastion had next, there was a huge audience in place that was going to get it no matter what.\u201d\u00a0<\/p>\n<p>But it didn\u2019t exactly provide all members with the happy feelings they felt after the launch of Bastion. \u201cI love that people love Transistor so much,\u201d Cunningham says. \u201cBut I don\u2019t have very fond memories of that process. It was really hard. It took the most time and we didn\u2019t know what it was for a while.\u201d\u00a0<\/p>\n<p>Zee differs a bit from the others, as she will always have a special affection for it.\u00a0\u201cTransistor was the closest to my heart, in the sense that it is in a style that is closest to what I would naturally end up creating on a daily basis.\u201d\u00a0<\/p>\n<p>Either way, the team had proven themselves once again and got what they needed: the ability to keep working together on another game. Kasavin said it best: \u201cWe survived another round. Even if we could financially withstand a bit of a failure, I think culturally, it would have been really difficult for us to move on.\u201d<\/p>\n<hr \/>\n<p><em>You can check out our previous feature on the story behind Bastion <a href=\"https:\/\/www.gameinformer.com\/2021\/04\/16\/the-story-behind-supergiant-games-bastion\">here<\/a>. Stay tuned for Supergiant&#8217;s journey through Pyre hitting later this week!<\/em><\/p>\n<\/p>\n<p> <a href=\"https:\/\/www.gameinformer.com\/2021\/04\/21\/the-story-behind-supergiant-games-transistor\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Coming off the heels of our latest issue, which features a profile on close-knit studio Supergiant Games, we\u2019re also sharing parts of the indie developer\u2019s amazing journey online by posting the stories behind its inventive titles. Last week, we took an\u00a0in-depth look at Supergiant\u2019s formation and its debut game, Bastion. Now we\u2019re shining the spotlight on the studio\u2019s hotly-anticipated follow-up: Transistor. The studio\u2019s second game certainly changed things up, bringing in a fresh new setting and twist on the action\/RPG genre. The sci-fi RPG follows a famous singer named Red who gets more than she bargained for when she avoids an assassination attempt on her life and picks up a sword-like weapon that can communicate with her. All eyes were on Supergiant to deliver another&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/the-story-behind-supergiant-games-transistor\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":202445,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[5],"tags":[],"class_list":["post-202444","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-game-informer"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.3 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>The Story Behind Supergiant Games\u2019 Transistor | Arcader News<\/title>\n<meta name=\"description\" content=\"Coming off the heels of our latest issue, which features a profile on close-knit studio Supergiant Games, we\u2019re also sharing parts of the indie\" \/>\n<meta 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