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The first look at Super Mega Baseball 2 Gameplay

The first look at Super Mega Baseball 2 Gameplay

Super Mega Baseball 2 is finally ready…enough to show you a first look at the art and gameplay! We’ll be periodically sharing new blogs, videos, and/or photos as development continues.

Super Mega Baseball Heads for Second

Super Mega Baseball Heads for Second

Super Mega Baseball first launched on PlayStation in December 2014, followed by releases on Xbox One, Steam and the NVIDIA Shield. After a lengthy 5 year period between writing the first line of code and deeming the game ‘done’, it’s been an amazing feeling to hear so many people say they dig it. What was even better, …

#MakingOfSMB No.21 – Wrap-Up

#MakingOfSMB No.21 – Wrap-Up

It officially took us 21 posts to get through the entire story of the making of Super Mega Baseball. Today, it’ll come to an end – 5 years of game-making and 8 months of blog-writing later. In case you’ve forgotten how far the game had come on its journey to the initial release:  It went …

Super Mega Baseball Arrives on NVIDIA SHIELD

Super Mega Baseball Arrives on NVIDIA SHIELD

Exciting news today! Super Mega Baseball: Extra Innings is now available on NVIDIA SHIELD. Check it out on the SHIELD store.

#MakingOfSMB No.20 – Release

#MakingOfSMB No.20 – Release

Over the last 19 posts, I’ve interviewed the SMB team about each stage of the project. Here we are, at post number 20, and the game is finally being released.   Liane: At some point leading up to release, the name of the game changed from BigFly Baseball to Super Mega Baseball. Why did you …

#MakingOfSMB No.19 – Dad

#MakingOfSMB No.19 – Dad

The original decision to make a baseball game had a lot to do with Scott’s passion for the sport growing up. There was one person in particular who helped foster that passion, his Dad. Their shared experience with the sport, as it turns out, came in handy during the later stages of Super Mega Baseball’s development. …

#MakingOfSMB No.18 - Quality Improves

#MakingOfSMB No.18 – Quality Improves

Super Mega Baseball started in a basement with just two devs – Christian and Scott. Eventually they brought on Tobyn and Dan to handle art, Mike to round out the programming team, and the crew at Tetrahedral to help with presentation. But before shipping the game, it was time to tackle bugs.   Liane: What did …

#MakingOfSMB No.17 - The F*#$ing Grind

#MakingOfSMB No.17 – The F*#$ing Grind

After the guys came back from GDC, they had a clear path to releasing Super Mega Baseball. They knew what had to be done, and what didn’t. And they were ready to get this thing released…no matter what it took.   Liane: You’re always referring to a period of time you call “the grind” – …

#MakingOfSMB No.16 – GDC

#MakingOfSMB No.16 – GDC

The year of Super Mega Baseball’s launch, the guys decided to head to San Francisco for GDC, the Game Developers Conference. The benefits of that trip weren’t quite what they expected.   Liane: Why did you guys go to GDC? Scott: It was just for some biz dev and to talk to some of the platform folks about …

#MakingOfSMB No.15 – Tetrahedral

#MakingOfSMB No.15 – Tetrahedral

Super Mega Baseball was coming along, and the end was finally in sight – but there were still some seriously rough edges in the presentation department…especially the lack of audio and visual effects.   Liane: So, what was your original plan for audio in the game? Christian: I spent I think two days before PAX …