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We visited Passion Republic’s office a year on from the release of their first ever in-house IP, Gigabash, to discuss what led to the creation of this arena brawler, transitioning from creating assets and animation for AAA studios to making their own game, and the challenges that come with it as they celebrated the game’s first year anniversary with the release of the Switch and Xbox versions of the game.
See omnystudio.com/listener for privacy information.
We visited Passion Republic’s office a year on from the release of their first ever in-house IP, Gigabash, to discuss what led to the creation of this arena brawler, transitioning from creating assets and animation for AAA studios to making their own game, and the challenges that come with it as they celebrated the game’s first year anniversary with the release of the Switch and Xbox versions of the game.
See omnystudio.com/listener for privacy information.
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