Jump to content
Rend Forums
  • Sign Up Today

    sign up today to join the best Rend community and Wiki site.

  • Sign in to follow this  

    Meet the FK'ers - Jordan Leithart


    iamacyborg

    Meet the FK'ers is our new short interview format to get to know the folks working at Frostkeep who are responsible for Rend. 

    We're opening up the series with a brief chat with community superstar @FK_JarNod

     

     

    RF: What's your name and what do you do at Frostkeep?

    JL: I'm Jordan Leithart, aka JarNod. I do anything and everything, except art... and naming things. I had my naming privileges revoked. Mostly I'm an engineer/community person. I've written almost all the UI in Rend and some of the systems. I also answer as many community questions as I can, so if you tweet at Frostkeep, I'll be the one responding.

     

    RF: Tell us a little about your backstory, where have you worked prior to joining Frostkeep, what games have you been involved in making?

    JL: I did all sorts of things before I got into the games industry, so I'll pass those by. I previously worked at Carbine on WildStar. I was a build engineer there. Then I moved over to AI, then I moved over to Combat/Spells for the F2P launch.

     

    RF: What game most influenced you? Was it something in your childhood or in later years?

    JL: Vanilla World of Warcraft had a large impact on my life, but the game that made me want to get into the games industry was actually a more recent one, Dragon Age: Origins. It was the first roleplaying game that I played through again immediately after I finished it for the first time. A year after I played that I went back to school for my Computer Science degree, and 3 years later I was working on WildStar!

     

    RF: What are you main influences in your work? Is there anything outside of the gaming world you feel has helped you become a better developer?

    JL: My whole life has been an influence on my work. In my opinion, games should reflect something about our world. I play lots of games, and I learn something from every single one, but outside experiences are how I became a better developer. Whether it's working at companies that weren't video game companies, to where I grew up and other hobbies I have. Everything I do helps me grow as a developer!

     

    RF: There have been a lot of Early Access Survival games released over the last few years, what do you think makes Rend stand out from the rest of them?

    JL: The biggest thing that separates us is our performance. We're mindful of having as performant a game as possible and that helps guide our development process. Another aspect that separates us is our focus on making a faction based survival game. We want to create a community so new players won't be lost and veterans will always have people to play with.

     

    RF: The team have been pretty fantastic at engaging with the community so far, is that something you feel is a real differentiator between Frostkeep and your competition?

    JL: I've seen many other studios engage with the community in a different but just as important way as Frostkeep. I've also been on the other side countless times, so it's important for me to treat the community how I wanted to be treated when I wasn't a developer. All I really know is that the Rend community has been amazing to work with so far. I don't think you can credit us at all when everyone has been wonderful.

     

    RF: Being with such a small team, what benefits do you feel you have against working in a traditional AAA studio? What do you miss from previous work?

    JL: Instant collaboration. If there's a problem, we can solve it quickly.

    Ownership of the product. We all own the entire game, not just one pie slice.

    Family atmosphere. We get to know each other very well.

     

    I think the biggest thing I miss from my previous work is actually the developers. I've worked with many fantastic people already in my short career and I would love to work with them again. But I know that Frostkeep is where I belong and so I don't miss much!

     

    RF: What's next after Early Access, are there any extra features you'd love to implement in Rend?

    JL: The most important thing after early access launch is getting the game out of early access to a full launch. Once we've accomplished that, we need to figure out if we're gonna work on an expansion or a second game. I have a few ideas.

     

    RF: And finally, which aspect of Rend are you most excited for players to get to experience?

    JL: With pre-alpha going dark, there are a few systems that I can't wait to talk about, but we're gonna hold off for now. Mostly, I love the faction based gameplay. I love being a part of something greater than myself. It's gonna take a lot of work for us to get it right, but it'll be worth it!

     

     

    Stay tuned for more interviews with the team behind Rend!

    • Like 1


      Report News
    Sign in to follow this  


    User Feedback

    Recommended Comments



    Create an account or sign in to comment

    You need to be a member in order to leave a comment

    Create an account

    Sign up for a new account in our community. It's easy!

    Register a new account

    Sign in

    Already have an account? Sign in here.

    Sign In Now

  • Topics

  • Recent Posts

    •     Last week, Mat and I got to go to Tulsa, Oklahoma to show off Rend at XPO Fest. When we signed up for this originally, Rend was going to be released and we were going to have the game available to play there. Because we decided to delay release to make the game better, we sadly didn’t have a playable build there. We had lots of people stop by the booth to chat and watch Mat art Mat shows off some of the art tricks he learned over the years to one of the artists on A.N.N.E up a few models for one of our new biomes. People seemed to love learning how the sausage is made, and we were able to teach anyone who wanted to listen. We had a great time there. A few of the highlights from the trip:
      1. Mat got conscripted to play in the League of Legends tournament and helped his team place 2nd! They didn’t know he used to work at Riot until he showed off every skin of every character on his account.
      2. We got some concept fanart from the best fanartist ever. I wish I had gotten a picture of Ava the awesome 3 year old who came by and drew us a Unicorn! Hopefully we can get Ava’s unicorn in game at some point.
      3. Mat was on a panel (To the Point: Industry Pros Discuss the Biggest Gaming Trends) about current gaming trends with some other devs and influencers at the festival.
      4. We met a lot of amazing devs and players who are now super excited about Rend!   A few twitch partners stopped by and couldn’t stop staring at Mat’s genius A quick update on the happenings in the office right now! Dave is working on making the combat feel much better. James has been working on weapon models (some sweet designs coming out). Nick has been concept arting some of the armor that you’ll be crafting in Rend. Solomon has been working on creature animations and helping me with UX (!!). Mat has been hard at work modeling resources for different biomes (more about these coming soon), and texturing up the biomes. Travis has been hard at work making the world and modeling some of the armor that Nick has been drawing up. Jake has been working closely with Tyler to create new talents for our class system. Ron and Tyler have been working ridiculously hard on all the other systems in the game. I’ve been working on a content plan (to have more regular blog updates) and UI (as per usual), maybe I should do another blogpost about the UI. As usual, you can find us on the community discord, Twitter, Facebook. We gearing up quickly for pre-alpha testing to start up again. So sign up! read the original article
×