
Crafting Heroes and Epic Moves
Have you ever wondered how your favourite Godforge heroes come to life? The towering dragons, devastating ultimates, and subtle idle flourishes – each is meticulously crafted by passionate animators who live and breathe the art of movement. In a recent Fateless podcast, we got an exclusive look behind the scenes with Todd (Animation Director), Tom (Senior Animator), and Dirk from the Fateless team. They shared their journeys, hilarious dev mishaps, and the sheer ambition driving Godforge’s animation pipeline.
Let’s dive into their world of mocap rigs, giant bosses, and hero ultimates to uncover how these legends are built.
From Kansas to Commanding Animations: Meet Todd
Todd, the Animation Director at Fateless, grew up as a self-described “bored kid playing too many video games” in Kansas. Fast forward 20 years, and he’s now leading the animation effort for Godforge remotely, balancing life with an eight-month-old son (playing Oblivion Remastered at 5 AM when possible!). His role blends management, task planning, bug fixing, and pulling hands-on weight on the animation side – making sure everything feels polished, impactful, and ready for testing.
When he’s not orchestrating heroic attacks, Todd’s reliving Valheim adventures, restarting fresh to avoid temptation from his power-gamer friends and fully geared old characters. No spoilers for him though – he’s soaking up the experience one Viking sunrise at a time.
Space Jam to Godforge: Tom’s Animation Legacy
Tom Hyman, Senior Animator, brings a legendary career dating back to 1994, starting with Space Jam and Canadian television classics like Sticking Around. He entered gaming in 2000 when studios needed traditional animators to set higher standards. Now based in Texas, Tom is responsible for animating all character abilities in Godforge, setting the gold standard for their visual quality.
Though his gaming life leans more towards tabletop war games like Commands and Colors Medieval, he still sneaks in daily Brawl Stars sessions and Scrabble battles with his wife. For him, Godforge’s turn-based design allows full artistic flourish:
“Normally with action games, you sacrifice anticipation and acting flourishes for responsiveness. In Godforge, it’s like a stage performance – we can go all in.”
The Challenges (and Fun) of 200+ Heroes

Godforge isn’t pulling any punches with its ambitious roster of over 200 characters. Compared to other hero collector games that launch with 40-50 heroes, this is monumental. Todd highlighted the scalable animation pipeline Fateless has built, allowing them to create a core set of generic animations and build unique ultimates on top.
The team’s excitement is palpable:
- Tom’s Favourite Ultimate: Pangu’s universe-splitting axe attack. Though he rarely plays (too busy animating!), he can’t wait to see the VFX on this one.
- Todd’s Favourite Hero: The Sphinx. “It’s just so weird and awesome – a really cool character,” he shared, alongside his love for Guan Yu’s iconic beard stroke idle breaker.
Dragons, Scale, and The Fafnir Challenge
One of the standout challenges discussed was Fafnir, the giant dragon boss. Originally planned to be only 1.7x larger than player characters, it was quickly scaled up to three times their size. The result? Environments had to be reworked, animations redone, and camera systems adjusted to handle the sheer scale.
Todd laughed about the chaos:
“They basically had to make a new game to get the boss working… but now we’re set up for giant characters in the future.”
Dirk added that watching Fafnir hover and bathe the entire party in fire is one of the most epic sights so far.
Alpha vs. Final Polish: Setting Expectations
Both Todd and Tom were clear that the upcoming alpha build is not the final polish. Think of it as a functional stage with presentable animations ensuring gameplay is testable and enjoyable. Todd put it bluntly:
“I wouldn’t personally consider anything in the alpha polished… but by ship, we aim for every animation to match our most polished ones.”
Heimdall’s abilities are currently cited as a good indicator of final quality.
Closing Thoughts: The Heroes are in Good Hands
Listening to Todd, Tom, and Dirk reveals a truth every player should know – Godforge’s heroes aren’t just models and numbers. They’re living, breathing legends meticulously built by people who care deeply about making them feel powerful, authentic, and fun to play.
As the alpha approaches, prepare to witness heroes like Pangu, Guan Yu, and Fafnir in action – knowing that behind every axe swing and beard stroke is an animator’s artistic pride.
Which hero are you most excited to try? Join the discussion on the Godforge Discord, and stay tuned here on Hellhades.com for more deep dives into the making of this ambitious game.

