Main Quest

Eddy Barco

Go behind the scenes of the world’s biggest video games with Main Quest. This podcast dives into the creative process behind iconic titles, featuring in-depth conversations with game developers, producers, artists, and industry leaders. From concept to launch, we explore how unforgettable gaming experiences are made. Whether you’re a casual player or a hardcore fan, discover the stories, insights, and magic behind the games you love.

Episodes

  1. Aug 21

    Helldivers 2 Design Director Explains Why the Chaos Works | ft Niklas Malmborg

    What makes the chaos of Helldivers 2 actually work? Niklas Malmborg, Design Director on Helldivers 2 at Arrowhead Game Studios, joins Main Quest for a deep dive into the philosophy behind one of gaming’s most distinctive co-op shooters. Niklas traces his path from modding games like Quake III and obsessing over Deus Ex to joining Arrowhead and helping shape Helldivers. He explains the years of experimentation required to transform Helldivers from a top-down game into a third-person shooter, and why the team eventually settled on a philosophy of making the game feel “believable” rather than strictly realistic. The conversation also gets into some of Helldivers 2’s most recognizable design choices: friendly fire, dangerous Stratagems, intentionally unpredictable systems, horizontal progression, cooperative player psychology, and even why the Gatling Sentry was changed because it worked a little too perfectly. Niklas also opens up about balancing the game after its early Railgun meta, interpreting passionate community feedback, reading everything from YouTube to some of the harsher corners of Reddit, planning Warbonds far in advance, and deciding when a player suggestion is crazy enough to actually put into Helldivers 2. Finally, we look toward the future and the larger fantasy Arrowhead wants Helldivers 2 to eventually deliver, from more varied worlds and environments to cities, colonies, civilians, vehicles, and an increasingly alive galactic war. It is a conversation about game design, player psychology, creative risk, and why sometimes the most memorable systems are the ones that can spectacularly backfire. 00:00 - The Games That Shaped Niklas Malmborg05:00 - From Modding Quake III to Arrowhead09:00 - Turning Helldivers Into a Third-Person Shooter12:00 - Why Helldivers 2 Is “Believable,” Not Realistic18:45 - Designing Co-op Without Creating Toxicity23:20 - Why the Gatling Sentry Is Supposed to Kill You27:00 - How Arrowhead Fixed the Early Helldivers 2 Meta32:20 - How Arrowhead Actually Uses Reddit Feedback38:35 - Warbonds, the Minigun and Community Ideas44:30 - Why Helldivers 2 Worked and Where It Could Go Next

  2. Aug 7

    Helldivers 2 Art Director Felix Fritzell on Redesigning the Helldiver Six Times

    Before Helldivers 2 found its iconic visual identity, Felix Fritzell redesigned the Helldiver six different times. Felix, Art Director at Arrowhead Game Studios, joins Main Quest to explain how traditional art, character design, animation, gameplay, and years of experimentation came together to define the look of Helldivers 2. He takes us inside the development of the Helldiver armor, Bile Titans, Devastators, Terminids, Automatons, and Illuminate. Felix also reveals why Arrowhead changed nearly the entire Illuminate faction shortly before its release, leaving only one major enemy concept largely intact. The conversation explores the realities of creating art for a video game, including why artists must sometimes leave work less polished than they would prefer, how rough blocks become living enemies, and why nothing truly matters until it works inside the game. Felix also shares how moving the camera farther away from the player transformed Helldivers 2, why Arrowhead looks to movies more often than other games for inspiration, and what it means to leave the Helldivers team behind to begin exploring the studio’s next project. This episode is a behind-the-scenes look at the people, creative decisions, and artistic experimentation that helped turn Helldivers 2 into a modern gaming phenomenon. 00:00 - Felix Redesigned the Helldiver Six Times01:02 - The Games That Inspired an Art Director04:08 - Going From Traditional Art to Video Games08:49 - How Helldivers 2 Characters Are Built14:37 - Turning Helldivers Into a Third-Person Shooter19:47 - The Camera Change That Fixed the Game22:35 - Finding the Visual Style of Helldivers 226:12 - Why Helldiver Armor Actually Works31:57 - Creating the Bile Titan and Devastators38:26 - Why Arrowhead Rebuilt the Illuminate The final discussion about Arrowhead’s next project begins around 43:08, but I would leave it out of the visible chapter list initially. “Why Arrowhead Rebuilt the Illuminate” creates a stronger final chapter and encourages viewers to continue watching for the unlisted discussion about the studio’s future.

  3. Jul 24

    Helldivers 2’s Galactic War Is Only Getting Bigger! | ft game director Mikael Eriksson

    Mikael Eriksson, Game Director of Helldivers 2, joins Main Quest for an in-depth conversation about Arrowhead’s creative process and the future of its evolving Galactic War. Mikael explains how playing The Legend of Zelda: Ocarina of Time changed the direction of his life, how a failed attempt at becoming a professional musician led him toward concept art, and how his willingness to solve problems beyond his original role eventually helped him become the game director of Helldivers 2. The conversation explores one of Arrowhead’s biggest creative risks: substantially rebuilding the Illuminate only months before Omen of Tyranny. Mikael describes why the original “space wizard” direction lacked a clear fantasy, how alien-invasion movies inspired the final faction, and why the Voteless became a dark reflection of Super Earth. He also shares how Twitch Plays Pokémon helped inspire Helldivers 2’s community-driven Galactic War, why Malevelon Creek belonged to the players rather than Arrowhead, and how future updates could make major orders, campaign history, and player consequences easier to understand. Finally, Mikael discusses Arrowhead’s 10-year ambition for Helldivers 2, the team’s “fantasy first” development philosophy, and the larger-scale battles the game has not yet been able to deliver. This is a rare behind-the-scenes look at how Arrowhead is building Helldivers 2 as a living experience shaped by its developers and community together. CHAPTERS: 00:00 - Zelda Changed Mikael Eriksson’s Life03:03 - From Failed Musician to Concept Artist07:49 - How Helldivers 2 Concept Art Becomes Gameplay14:34 - Becoming the Game Director of Helldivers 219:06 - How Arrowhead Plans Helldivers 2’s Future23:07 - The Illuminate Were Remade Before Release31:03 - The Rule Behind Every Great Helldivers Update33:08 - How Twitch Plays Pokémon Inspired the Galactic War39:13 - Malevelon Creek Was Created by the Community41:10 - Major Orders Are Getting More Meaningful48:01 - Arrowhead’s 10-Year Vision for Helldivers 251:02 - The War Fantasies Helldivers 2 Hasn’t Reached Yet57:00 - Why Helldivers 2 Events Cannot Be Replayed FOLLOW MAIN QUEST Instagram: https://www.instagram.com/mainquestofficial/Twitch: https://www.twitch.tv/mainquestofficialTikTok: https://www.tiktok.com/@mainquestofficialDiscord: https://discord.com/invite/FzCZkhkU #Helldivers2 #Arrowhead #GamingPodcast

  4. Jun 12

    How Will Roget Created the Helldivers 2 Theme

    Composer Will Roget joins Main Quest for a deep dive into the music of Helldivers 2, the power of player-focused composition, and the craft behind some of the most memorable game scores of the last decade. Will shares how Final Fantasy VII pushed him toward video game music, how MIDI transcription helped him learn composition, and how working at LucasArts shaped the way he thinks like a game developer instead of only a musician. The conversation moves from Star Wars and Call of Duty: WWII into the heart of Helldivers 2, where Will explains how the game’s score turns every mission into a full emotional arc. This episode breaks down the Helldivers 2 theme, the role of 5/4 time, the impact of triplets, the difference between cinematic and interactive music, and why the soundtrack makes players feel like they are part of Super Earth’s war effort. Will also talks about new music for Helldivers 2: Into the Unjust and what the underground missions could mean for the game’s sound. A must-listen for Helldivers fans, game music nerds, Star Wars fans, composers, and anyone curious about how video game soundtracks are really made. Chapters 00:00 - Will Roget Joins Main Quest02:52 - Final Fantasy VII Sparked His Composer Journey06:00 - How MIDI Transcription Taught Him Game Music13:10 - His First Star Wars Work at LucasArts20:00 - Why Star Wars Music Is So Rich25:30 - Scoring Film vs Scoring Video Games29:20 - How Game Music Stems Actually Work38:30 - Writing Music for the Player First41:20 - The Story Behind the Helldivers 2 Theme51:35 - Building the Super Democratic Super Crescendo01:04:00 - Music for Helldivers 2: Into the Unjust Follow Main Quest:Instagram: https://www.instagram.com/mainquestofficial/Twitch: https://www.twitch.tv/mainquestofficialTikTok: https://www.tiktok.com/@mainquestofficialDiscord: https://discord.com/invite/FzCZkhkU

    How Will Roget Created the Helldivers 2 Theme
  5. May 30

    Halo Artist Breaks Down Helldivers 2

    In this episode of Main Quest, Eddy sits down with Jeremy Cook, a veteran art director and concept artist whose career has crossed some of the biggest worlds in entertainment, including Star Wars, Halo, Doom, Quake, Blizzard, Blur Studio, and Exodus. The conversation explores how great game art works when players are not thinking about it. Jeremy breaks down the difference between designing for film and designing for games, why believable sci-fi needs both function and style, and how artists guide players through worlds using shape, lighting, detail, readability, and restraint. From designing Jedi Temple interiors for Star Wars: Episode III to explaining why Helldivers 2 feels so immediately satisfying, Jeremy offers a rare behind-the-scenes look at the decisions that make fictional worlds feel real. The episode also digs into Helldivers 2’s visual DNA, its connections to Halo, Star Wars, Warhammer 40K, and Starship Troopers, and why Arrowhead’s simple sandbox of tools, enemies, and problems keeps creating unforgettable moments. For fans of Helldivers 2, Halo, Star Wars, Doom, sci-fi art, game development, and the hidden craft behind modern games, this is one of the most insightful Main Quest conversations yet. 00:00 - Designing Star Wars Tech for Ewan McGregor02:10 - Meet Jeremy Cook06:45 - Blur Studio, Tim Miller, and the Big Break14:00 - Why Great Art Should Hide the Tools18:00 - How Spaceships Become Believable29:00 - Building Jedi Temple Interiors for Star Wars34:00 - Why Games Are Harder Than Film38:00 - High Poly, Low Poly, and the Magic Trick of Game Assets48:00 - Does Art Create Escapism in Games?52:00 - Why Helldivers 2 Feels Like Halo, Star Wars, and 40K57:00 - Breaking Down the Automaton Designs01:01:00 - Why Helldivers 2 Feels Fresh Every Mission01:08:00 - Jeremy Cook’s New Sci-Fi RPG, Exodus01:15:00 - Why Game Developers Need to Play Games

    Halo Artist Breaks Down Helldivers 2
  6. May 22

    How Memes Turned Helldivers 2 Into a Gaming Phenomenon ft TheColeBrew

    Helldivers 2 became one of gaming’s biggest surprises because players did not just play it. They turned it into a culture. * Note: This interview was filmed in 2025, so some information may have changed since recording. In this episode of Main Quest, Eddy sits down with Colebrew, a Helldivers 2 content creator and meme maker, to explore how Arrowhead’s co-op shooter became a community-driven phenomenon. The conversation digs into the memes, roleplay, friendly fire, Super Earth propaganda, and unpredictable “cinematic chaos” that made the game feel different from so many modern live service shooters. Colebrew shares how Helldivers 2 helped his content take off, why the game feels like a throwback to playing Left 4 Dead or Call of Duty Zombies with friends, and how the community helped shape the game’s identity through jokes like “face the wall,” John Helldiver, and endless Super Earth roleplay. The episode also opens up into a bigger conversation about modern gaming, including monetization, IP crossovers, the Xbox players joining the fight, the 60-day patch, boss battles, ODST-style armor, and why players are responding so strongly to games that feel fun, chaotic, and authentic. Chapters: 00:00 - The Most Chaotic Helldivers 2 Extraction01:15 - How Colebrew Became a Helldivers 2 Meme Creator03:20 - Why Helldivers 2 Feels Like Playing With the Boys Again05:42 - Cinematic Chaos and the Meme Culture Behind Helldivers 207:25 - Face the Wall, John Helldiver, and Super Earth Roleplay10:25 - Crossovers, and Avoiding the Fortnite Problem16:05 - Monetization, Horse Armor, and Why Helldivers 2 Feels Fair22:00 - The 60-Day Patch That Changed Helldivers 233:20 - Why Smaller Games Are Winning Players Back44:20 - Colebrew’s Theory About Helldivers and Clones53:00 - One of the Funniest Failed Extractions Yet

    How Memes Turned Helldivers 2 Into a Gaming Phenomenon ft TheColeBrew

About

Go behind the scenes of the world’s biggest video games with Main Quest. This podcast dives into the creative process behind iconic titles, featuring in-depth conversations with game developers, producers, artists, and industry leaders. From concept to launch, we explore how unforgettable gaming experiences are made. Whether you’re a casual player or a hardcore fan, discover the stories, insights, and magic behind the games you love.