Two former developers from Rocksteady Studios have detailed the grueling development cycle of Suicide Squad: Kill the Justice League, describing an environment that pushed them to the brink of leaving the gaming industry entirely. Axel Rydby and Johnny Armstrong, who worked on the now-released title, shared their experiences in a recent interview, highlighting a significant culture shift within the studio.

According to Armstrong, the team initially approached the project with confidence, buoyed by previous successes. However, a series of delays led to escalating costs and immense pressure to recoup Warner Bros.' $200 million investment. Rydby explained that the focus shifted from creative development to adhering to marketing spreadsheets, which he found disorienting.

"That’s when I started feeling like I wasn’t making games anymore," Rydby stated. "I was following a spreadsheet, some elusive marketing-analysis spreadsheet that no one could present clearly. I kind of felt like this isn’t the gaming industry I wanted to work in."

Armstrong echoed this sentiment, describing a feeling of futility despite long working hours. "We put all these hours in, but it didn’t feel like it was tangibly getting better. Everyone felt like they were having to run to stand still." The developers also faced unrealistic deadlines, with only six months allocated for fundamental changes, which Rydby noted was barely enough time for bug fixes and minor feature tweaks.

Executives reportedly pressed the team with questions about player reach and replayability, further exacerbating the stress. The pressure to create a continuously monetizing live service game took a heavy toll. "I felt everything drained from me," Armstrong recalled. "I said, 'I can’t do this again. I don’t know if I’m done with the industry, but I’m done.' I could feel myself coming apart at the seams."

Both Armstrong and Rydby eventually left Rocksteady. They have since reunited to develop an RPG deckbuilding game titled Secret of Circadia, which has launched a Kickstarter campaign seeking $11,404 for development. Rydby expressed concern about the industry's direction, lamenting a move away from passion projects towards a focus on financial returns.

"I think as an industry we are severely losing our way," Rydby commented. "It used to be passion projects that you loved and hoped other people loved too. When they did, it was such an amazing feeling. It became less and less of that. It became: 'Let’s hope it sells. Let’s hope we get money from it.'"

The interview suggests that the pursuit of financial success may be overshadowing the creative process, with a call for industry leaders to provide developers with the necessary resources and autonomy to foster meaningful game creation.