So much of the joy of these final sequences comes down to Hoppers' animation, which brings each of its characters to breathtaking life, hair by hair, scale by scale, and feather by feather. A particularly funny touch? Animals' appearances change based on perspective. When we're seeing them from a human's point of view, they seem almost toy-like, with black beady eyes and neatly kept fur. From an animal's perspective, their eyes are more expressive, and their other physical characteristics are more detailed and disheveled. When Mabel is in the beaver body, its fur takes on the same spiky swoops of her hair. The switches between these points of view turn Hoppers' third act into more of a riot than it already was. Truly, I wish I could experience it for the first time all over again.
As Towerborne went live in Steam early access and Xbox game preview, we scaled up backend operations. We performed extensive load testing and formalized a backend on-call complete with a robust suite of dashboards, alarms, and runbooks. We monitored how players interacted with the game and continued to build out new services and features.
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