![]() Every single coder I have talked to in the past considers him an absolute legend. ![]() Gester, a programmer within the Dota 2 scene with whom I had been trying to work for a lot of years. I contacted Andrew “ Jenkins” Jenkins early on with my idea of creating a game that melds the best of both worlds – auto battlers and ability draft. So from there, I accepted that it would never change and decided to make my own game. After some time, however, I realized that these were purposeful design choices. I thought they would address these things that I considered to be very frustrating to deal with. But I just kind of gave them a pass during the early stages of playing. There were some things in the game that I wasn't a huge fan of, like the talent system, fighting rules and the game balance. I'm a big fan of other auto battlers and I was really into Atomic War at the time. How and when was Ability Arena conceptualized, and who was on the core team? We've had to upgrade our servers two times and we will likely have to do it again, just to meet the demands of all the traffic we're getting. Thanks! After a year of development and a lot of testing we were pretty confident that the game would be well received, but definitely not to this level. First off, congratulations on the launch of Ability Arena! Are you happy with the launch and how the game has been received? Hello SUNSfan! Thank you for taking the time for the interview. The game has been very well received, and GosuGamers caught up with him to talk about how it was conceptualized, what are the long-term plans for it, and everything in between. But more recently, he has made news in the community with his new custom game in the Dota 2 client – Ability Arena. Shannon “ SUNSfan” Scotten is known most for his casting prowess in Dota 2. GosuGamers caught up with Dota 2 caster SUNSfan to talk about his new contribution to the world of Dota 2, Ability Arena.
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