Meet the Team is a regular feature in which we interview members of the Pipeworks team working on Terraria to give you a brief introduction to the people working behind the scenes to maintain and improve your favorite game. Today, our subject is Hal Milton, Design Director.
Can you give us your name and title?
Hal Milton, Design Director
Where are you from, and how long have you been working in games?
Earth, mostly. I've been working in games since the long, long ago time of 1995.
What have you worked on in the past that people might know?
Bits and bobs throughout the years. If folks actually want to go down that rabbit hole, they can find plenty of examples on the interwebs that vary in placement on a personal scale of proud to mortifying.
Can you tell us what you do on the Terraria team?
Mainly I marvel at the quality of the team, while doing my best to help folks do the right thing by Terraria's design and play.
What makes you passionate about working on Terraria?
An independent game that manages to break through the noise without a shred of corporate compromise or patronizing play, is one thing. For it to effortlessly reach young and old, while sustaining a community so positive that it could reignite a dead star -- well, that's a wonderfully challenging opportunity you'd have to have had a recent severe head injury to not jump at. Terraria is an onion skin of procedural content, user generated content, combinatory mechanics, secrets, lore...that tips the scale into dream town for any designer.
What would you like to tell players about the future of Terraria on consoles?
There are plenty of other things that I'd love to talk about, but my implant will explode.