Uploaded December 2025 | Updated September 2026, 22 hours ago
Emmet Burke, Game Director for Satisfactory was kind enough to answer my questions about game design and balancing, as well as some more fun personal questions at the end! I only used a little bit of this interview in my video on balancing, so I wanted to be sure to share the whole thing. Emmet had some great insights, stories, and thoughts about Satisfactory and its development. Use the chapters below to jump to specific topic if you want to.
0:00 Intro
0:35 Who is Emmet?
4:02 Why does fluid train hold so little?
6:24 Is the fluid truck related to the fluid train?
7:03 Why didn't we have fluid trucks earlier?
8:23 What problem does Dimensional Depot solve?
10:13 Why not give Dimensional Depot an output?
12:38 Why is Dimensional Depot built with a limited resource?
14:23 Why not make the map procedural?
16:13 Why no random resource nodes?
18:20 Would random nodes fit with Satisfactory?
19:56 How is exploration vs building balanced?
23:18 Why these sizes for blueprints?
24:56 Why did you add a Mk3 blueprint designer?
25:48 Why do some buildings not work in the Mk3 designer?
27:34 Was Satisfactory always for everybody?
30:44 As a player, how do you feel about the pacing?
32:29 Is the team happy with the current pacing?
35:19 What are your favorite games?
38:29 What music do you listen to?
40:43 Do write and record your own music?
45:09 What songs do you like to practice guitar with?
46:42 How was your recent Japan trip?
50:16 Where have you lived?
51:25 How do you feel about Ireland?
54:54 How do you feel about Jacksepticeye, Ireland's most famous gamer?
56:43 Content creation + CSS community team thoughts
59:14 Satisfactory devs going to Japan needs to be studied
59:57 What are your favorite anime?
#satisfactory #gamedesign #gamedev
Emmet Burke, Game Director for Satisfactory was kind enough to answer my questions about game design and balancing, as well as some more fun personal questions at the end! I only used a little bit of this interview in my video on balancing, so I wanted to be sure to share the whole thing. Emmet had some great insights, stories, and thoughts about Satisfactory and its development. Use the chapters below to jump to specific topic if you want to.
0:00 Intro
0:35 Who is Emmet?
4:02 Why does fluid train hold so little?
6:24 Is the fluid truck related to the fluid train?
7:03 Why didn't we have fluid trucks earlier?
8:23 What problem does Dimensional Depot solve?
10:13 Why not give Dimensional Depot an output?
12:38 Why is Dimensional Depot built with a limited resource?
14:23 Why not make the map procedural?
16:13 Why no random resource nodes?
18:20 Would random nodes fit with Satisfactory?
19:56 How is exploration vs building balanced?
23:18 Why these sizes for blueprints?
24:56 Why did you add a Mk3 blueprint designer?
25:48 Why do some buildings not work in the Mk3 designer?
27:34 Was Satisfactory always for everybody?
30:44 As a player, how do you feel about the pacing?
32:29 Is the team happy with the current pacing?
35:19 What are your favorite games?
38:29 What music do you listen to?
40:43 Do write and record your own music?
45:09 What songs do you like to practice guitar with?
46:42 How was your recent Japan trip?
50:16 Where have you lived?
51:25 How do you feel about Ireland?
54:54 How do you feel about Jacksepticeye, Ireland's most famous gamer?
56:43 Content creation + CSS community team thoughts
59:14 Satisfactory devs going to Japan needs to be studied
59:57 What are your favorite anime?
#satisfactory #gamedesign #gamedev










