Alex Cantatore Discusses Smite 2’s Innovative Features

Introduction

During my visit to Gamescom 2024 in Cologne, I had the opportunity to meet with Alex Cantatore — the Executive Producer at Hi-Rez Studios working on the highly anticipated project, Smite 2. With the game’s closed alpha having launched on August 27, 2024, the excitement around Smite 2 continues to grow.

During the interview, Alex was full of energy and enthusiasm, clearly demonstrating his deep love and passion for this project. His understanding of the game itself and the importance of listening to the community were evident throughout our conversation as he passionately discussed the challenges and successes associated with creating Smite 2. We even unknowingly exceeded our allocated interview time and continued our heartfelt conversation while standing in the corridor for a few more minutes.

Alex Cantatore at Gamescom 2024 sharing insights about Smite 2, with posters of the game's iconic gods in the background.

Interview

Alex, thank you for having me. Smite has been hugely successful, attracting over 40 million players. What prompted you to decide to develop Smite 2?

Thank you for coming. Yes, Smite has indeed been incredibly successful, but as the game aged, we started facing significant technological limitations.

The original Smite was built on Unreal Engine 3. While this engine served us well, it became clear that it was holding us back. For example, our user interface was created using Flash—a software that is no longer supported. This made it difficult to update and maintain the game at the level we aimed for.

Switching engines is quite a complex task. How did you approach the transition to Unreal Engine 5 for Smite 2?

It was certainly a massive project. The two engines are entirely incompatible, so we had to essentially rebuild everything from scratch. Gameplay logic, effects systems, audio systems—all had to be recreated. It helped immensely that we knew exactly how the final result should look.

The only things we could transfer were some basic models and animations, but even they required significant modifications to fit the new engine. Despite these challenges, Unreal Engine 5 allowed us to move much faster. For example, we can now create a playable version of a god in a few days, whereas it used to take weeks if not months in Unreal Engine 3.

mite 2 in-game screenshot during alpha testing, showcasing vibrant team battles in the Conquest mode.

It seems the new engine has really accelerated development. How has community feedback influenced the direction you’ve chosen for Smite 2?

The community has played an incredibly important role in shaping Smite 2. We conduct monthly alpha tests and release early versions of the game to gather feedback. Initially, we aimed for a more realistic style, leveraging the capabilities of Unreal Engine 5. However, our players told us that it didn’t feel like Smite. They missed the bright, stylized look of the original game. So we went back to the drawing board and redesigned the graphics to better align with what players love about Smite. It was a lot of work, but the fan response has been extremely positive.

“The community has played an incredibly important role in shaping Smite 2”

What about changes in gameplay? In your invitation email you mentioned introducing active items in Smite 2. How did players react to that?

Active items initially sparked some controversy. The idea of managing additional abilities tied to items was challenging for some players, especially given the complexity of a third-person MOBA. Initially, we had no limit on the number of active items, which led to overload. After receiving feedback, we decided to limit the number of active items to three. This compromise allowed us to introduce new mechanics while keeping the game accessible.

With these new mechanics, how are you ensuring balance in Smite 2, especially in a competitive environment?

Balance is always a challenge in competitive games. During our first alpha tournament, we saw unexpected strategies. For example, a team won with five hunters—something that wouldn’t have worked in the original Smite. This highlighted the need for constant adjustments. But honestly, if the only complaint players have is about balance, then we’re on the right track. Achieving perfect balance is nearly impossible, and once a game becomes “solved,” players usually lose interest. The main thing is to maintain dynamism and unpredictability.

Speaking of dynamic gameplay, you’ve introduced new gods in Smite 2. Can you tell me about them?

Certainly! We’ve introduced two new gods—Hecate, the Greek goddess of magic, and Mordred, King Arthur’s son. For example, Hecate has an ultimate ability that creates two large portals on the ground, allowing her team to switch positions on the map at the press of a button. Opponents will fall into the portal that opens under their feet and emerge at the other end. This is a completely new mechanic for Smite, opening up many strategic possibilities, such as pulling a lone opponent into the midst of your team or sending your allies into the enemy’s rear.

Mordred, on the other hand, wields two swords that scale from different stats—strength and intelligence—allowing players to employ various strategies and playstyles. These gods have become a testing ground for new ideas in Smite 2.

You mentioned that the community plays a significant role in shaping the game. How do you balance player feedback with your own vision for Smite 2?

There’s definitely a balance to be struck here. We want to stay true to what makes Smite special while still pushing the game forward. Sometimes that means making tough decisions when feedback doesn’t align with our long-term goals. However, we strive to listen to our players and make changes where it makes sense. For example, when players criticized the more realistic graphical style, we changed it because we understood that it’s important to preserve the game’s identity.

What about the competitive scene? What are you doing to ensure Smite 2 can take its place among the top esports games?

The competitive aspect is extremely important to us. We conduct internal tests and small community tournaments to see how the game holds up under competitive conditions. The results have been very interesting. I already mentioned the case where a team of five hunters won a tournament—such incidents show us areas that require balancing. We also work closely with professional players and the broader competitive community to ensure that Smite 2 can thrive as an esports title.

The game has been in closed alpha since August. What can players expect at this stage?

At this stage of the closed alpha, we’re focusing on several key aspects. The game features 23 gods, which we believe is a strong start. We’re also introducing new game systems and continue to refine mechanics based on player feedback.

The goal is to test the core gameplay experience and make sure the game feels right before adding more content. We plan to update the game every three weeks, adding new gods and fixes, so it will be an evolving process.

The original Smite offered a variety of game modes. Will similar options be available in Smite 2 during the alpha and beyond?

Initially, we’re focusing on the core modes. Conquest (the main three-lane MOBA mode) and Arena (a 5v5 team fight) are available. Conquest has an entirely new map, while Arena remains set in the Roman Colosseum. Over time, we plan to bring back other popular modes from Smite 1, but first, we want to ensure that the core modes are polished to perfection.

Smite 2 alpha gameplay showcasing a character's devastating ground spike ability in a lush outdoor map

How has the transition to Unreal Engine 5 affected the design and iteration of new maps?

Unreal Engine 5 has been a real breakthrough for map design. We’ve been able to experiment with new mechanics and update maps faster than was possible with Unreal Engine 3. The new map for Conquest, for example, heavily draws on Greek and Roman mythology, but with Unreal Engine 5’s capabilities, we can explore other mythologies and themes much more quickly in the future. This engine gives us the flexibility to create more dynamic and detailed environments.

Will the matchmaking system in Smite 2 differ from the original? How are you addressing player concerns from Smite?

Yes, matchmaking is one of the areas we’ve completely redesigned. We’ve developed a new system that starts evaluating players from zero skill level, rather than from the average, as is common in Elo rating systems, which creates a smoother learning curve.

We’re also implementing role-based matchmaking, so players will be ranked based on their effectiveness in each role rather than an overall rating. This should help make matches more balanced and engaging. I don’t have enough time to fully explain the player skill rating system, but trust me, it will more accurately assess skills. And those who play well will reach their level faster.

You’ve talked about expanding the roster of gods over time. Is there a theme or specific pantheon you’re focusing on when considering adding new gods?

We’re not limited to one theme but are looking for what can add something new and interesting to the game. It could be a pantheon we haven’t explored yet, a unique gameplay mechanic, or even a visual archetype that’s missing from the current roster. Our goal is to ensure that every added god brings something new and appeals to different types of players. We plan to consistently transfer old gods from the first game while simultaneously adding new ones. I don’t have specific dates at the moment, but ultimately we want to have 160-200 gods.

With the introduction of new mechanics and gods, how do you plan to keep the game accessible to new players?

Accessibility is one of our priorities, especially as the roster of gods grows. We’re considering creating a pool of gods for beginners, focusing on simpler, more straightforward gods that are easy to master. This will help new players get into the game without feeling overwhelmed by the complexity of more advanced characters.

What can you tell me about future plans for Smite 2? What major milestones or features should we expect?

In the near future, our attention will be focused on the alpha stage and ensuring that the core gameplay experience is of high quality. After that, we’ll be adding new gods and possibly new modes with regular updates every three weeks. We’re also considering long-term features—new maps and additional game modes. But their implementation will depend on how the community perceives the early stages.

Smite 2 alpha screenshot featuring a flying character gliding through a scenic mountain landscape

Smite 1 was on the Nintendo Switch; can we expect Smite 2 on this console too?

Unfortunately, the current Switch simply doesn’t have the power to effectively run Smite 2. The game requires a large amount of RAM and computational power, especially with the new engine and larger maps. However, we’re always open to exploring new platforms as technology evolves. If Nintendo releases a more powerful console, we’ll definitely consider bringing Smite 2 to it.

Finally, what inspires you the most about Smite 2? What do you hope players will take away from the new game?

Defiantly new possibilities that Unreal Engine 5 opens up for us. Whether it’s improved graphics, accelerated development, or new gameplay mechanics, there’s enormous potential to take the Smite experience to the next level.

I hope players feel that Smite 2 is a game that respects the legacy of the original while offering something new and exciting. It’s a project we’re approaching with immense passion, and we can’t wait to share it with the community.

Key Takeaways from the Interview 

During our conversation, Alex Cantatore shared his amazing journey. He was originally a regular Smite player and founded a dedicated portal called Smitetastic.com. A year later, he started working at the studio and over nine years climbed the career ladder to a high position. And that’s great because, as a fan with a genuine love for the game, Alex is doing everything he can to make it better. I’d also like to note that in his nine years at Hi-Rez Studios, he hasn’t lost his enthusiasm and excitement about Smite!

In conclusion, with the announcement of Smite 2 in January 2024, Hi-Rez Studios marked the beginning of a new era in the MOBA genre. The sequel promises to be not just the next step but a complete reimagining of the game, built from scratch on Unreal Engine 5.

Official Trailer of SMITE 2 with Alex

This ambitious leap forward was motivated by the technological limitations of the original Smite, which began to hinder further innovation. As Alex explained, the move to a new engine was necessary not only to improve visual effects but also to open up new possibilities in gameplay and involve the community in the development process at an unprecedented level.

Currently, on Steam, the game rating is mixed. Some people are complaining about old balance issues from Smite 1 being brought back; for others, the drop in performance due to the more modern engine is also an issue. But let’s not forget—this is an alpha, so the game is in a very early state. And after speaking with Alex, I’m very confident his team will do everything to make this game great at release.

So, I’m eagerly awaiting future updates and will be keeping an eye on the project’s development!