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Former Highguard level designer suggests "sweaty" competi...

A level designer laid off from Highguard developer Wildlight believes the free-to-play shooter's difficulties stem from having "leaned to...

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Sunday, March 1, 2026 ๐Ÿ“– 2 min read
Former Highguard level designer suggests "sweaty" competi...
Image: Eurogamer

Whatโ€™s Happening

Listen up: A level designer laid off from Highguard developer Wildlight believes the free-to-play shooterโ€™s difficulties stem from having โ€œleaned too far into the competitive sceneโ€.

Read more Home News Highguard Former Highguard level designer suggests sweaty competitive 3v3 play was the biggest thing that turned a lot of players off People just kind of turned it off because they didnโ€™t have the team. Image credit: Wildlight News by Vikki Blake Contributor Feb. (let that sink in)

28, 2026 Follow Highguard A level designer laid off from Highguard developer Wildlight believes the free-to-play shooterโ€™s difficulties stem from having โ€œleaned too far into the competitive sceneโ€.

The Details

Acknowledging that the โ€œfr big spotlightโ€ placed on the game following its reveal at The Game Awards and added pressure, senior level designer Alex Graner talked candidly on the Quad Damage podcast about the โ€œconstantly evolv[ing]โ€ game, suggesting that his โ€œbiggest fear [came] when [the studio] decided to go full-in on 3v3โ€. Highguard s Shutdown Senior Level Designer Alex Graner Tells All!

Watch on YouTube โ€œI can only speak to my side of it as a level designer, but when I joined [Wildlight], it was trying to figure out this new, ambitious game, and this team is always pushing the boundaries,โ€ he dropped, as transcribed by PCGN . โ€œYou donโ€™t strive to create something that doesnโ€™t work out, but it happens, unfortunately.

Why This Matters

Throughout development, we fr leaned into the competitive side of it, and that was always one of my biggest fears as a player. โ€œ3v3 duos is always the sweatiest version of anything like battle royale, objective modes, wingman, you know it, you name it,โ€ he added. โ€œIt requires such a high intensity of communication with your team, and team play, that it doesnโ€™t leave much room for casualness.

Gaming fans have strong opinions about moves like this, and for good reason.

Key Takeaways

  • I think that was the biggest thing that turned a lot of players off Highguard.
  • Conversely, Highguard was a little more complex.

The Bottom Line

โ€ Graner dropped Apex Legends came just as battle royales were a โ€œkind of an up-and-coming modeโ€ and was โ€œfr easy to understand after you played one gameโ€, which is why it was so successful. Conversely, Highguard was a little more complex.

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Originally reported by Eurogamer

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