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Software Engineering Daily

Rivals of Aether with Dan Fornace

Software Engineering Daily

Software Engineering Daily

News, Tech News, Technology

4.4662 Ratings

🗓️ 16 December 2025

⏱️ 45 minutes

🧾️ Download transcript

Summary

Rivals of Aether and Rivals of Aether II are indie fighting games that combine fast-paced platform combat with elemental-themed characters. The game takes inspiration from Super Smash Bros. and emphasizes skillful movement, tight controls, and competitive balance, making it popular in the fighting game community. Dan Fornace is a game director and designer at Aether

Transcript

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0:00.0

Rivals of Aether and Rivals of Ather 2 are indie fighting games that combine fast-paced

0:05.2

platform combat with elemental themed characters. The game takes inspiration from Super Smash

0:10.8

Bros and emphasizes skillful movement, tight controls, and competitive balance, making it

0:15.8

popular in the fighting game community. Dan Fornes is a game director and designer at Ather Studios, the developer

0:22.4

of Rivals of Ather. He joins the show with Joe Nash to talk about developing platform

0:27.4

fighting games. Joe Nash is a developer, educator, and award-winning community builder, who has

0:33.8

worked at companies including GitHub, Twilio, Unity, and PayPal.

0:38.8

Joe got a start in software development by creating mods and running servers for Gary's Mod.

0:43.6

And game development remains his favorite way to experience and explore new technologies and concepts.

1:11.9

Music Welcome to Software Engineering Daily. I'm your host for today's episode, Joe Nash. And today I'm joined by Dan Fonasey, studio lead of Ether Studios, creators of Platform Fighter, Rivals of ether two. Dan, welcome to the show. Thank you for joining me today. Yeah, thanks for having me.

1:16.7

So before we get into chatting about your game and your studio, I want to start with what your

1:21.7

journey into game development was. What brought you to where you are today? Yeah, so I think like,

1:27.1

it probably goes all the way back to the

1:28.7

fact that growing up, I was born 89, so I'm a 90s kid. And my family, we didn't have

1:36.4

video game consoles, but luckily my dad was still a big nerd. And along with Star Trek, he was really

1:42.2

into computers, like kind of those early days. So we had like

1:46.1

DOS games, like even before we had Windows. We were playing games on DOS. And my mom still has a story

1:51.2

about me as like a three year old, I think, trying to tell her how to type in where the location

1:56.6

of some game I wanted to play was, but he's like calling my dad at work to try to

2:01.0

get some game booted. So I think just that ability of what to jump through hoops just to play

2:07.2

video games is kind of what led me down a path of being able to jump through hoops to customize

2:13.0

my own video games. Nice. That makes a lot sense. Yeah. And I guess, fits very nicely into where you've ended up and the kind of the niche you're working in and a lot of the genre you've worked on. So I guess before we get into the game itself, it walks a little bit through what is a platform fighter? Because this isn't the most widespread genre. What do you think of the space you occupy as? Yeah, yeah. So it's definitely

...

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