
Hell is Us Interview - Creating Language to Envision Something New
·23 min·2 clips
Jonathan Jacques Belletet explains why he quit AAA games after 26 years to start a studio from scratch.
As heard by us
Hell Is Us ties emotion to enemy design and a combat balance still being tuned.
Jonathan Jacques Belletet's interview traces the path from long AAA experience to Hell Is Us, then narrows in on the game's core pitch: themes and allegory shaping both presentation and play.
Why you'd press play
You get a candid design-room look at how Hell Is Us lets emotion shape its enemies, puzzle flow, and still-moving combat balance.
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