Predecessor Interview: Omeda Studios Built Predecessor With The Help Of Its Community

"Many decisions were based on direct input from our community... even our team deciding the next feature to be implemented."

Story Highlights

  • Predecessor blends shooter mechanics with MOBA strategy for fast-paced, team-based action.
  • The game started with Paragon’s assets, but now features original heroes like Kira and Zarus.
  • We interviewed the CEO of Omeda Studios, Robbie Singh, via email several months ago.

Predecessor reimagines the MOBA formula by blending high-speed shooter action with classic lane-pushing strategy. Built on the legacy of Paragon, it brings back beloved heroes alongside new original characters like Kira and Zarus, all within a tight, skill-based gameplay loop that rewards fast reflexes and smart team play.

We spoke with Co-Founder and CEO Robbie Singh several months ago, and the following interview is a transcript of that.

Predecessor
The Game Supports Full Cross‑Play Between PC, PS4/5, And Xbox Series X|S.

Introduce yourself and tell us a bit about your role on Predecessor.

Hello everyone, my name is Robbie Singh, Co-Founder and CEO of Omeda Studios, the developers behind Predecessor. Having started this project with two other friends back in 2018, I am happy to be now overseeing almost 90 dedicated and passionate developers putting together the game of my – and many others’ – dreams.


Can you tell us more about how the legacy of Paragon influenced the development of
Predecessor?

After Paragon was discontinued in 2018, Epic released the assets for free on their assets store. This allowed me and my friends to work on what would be our dream MOBA. Paragon was a heavy initial inspiration, as one of my favourite games of all time, and we released most of the original Paragon characters as Predecessor Heroes now, so there’s a lot of love and respect for the source material. Also, we’ve now reached the point where we are making our own unique Heroes, like Kira and Zarus, and making sure the new Heroes coexist with the already existing assets was an important visual direction for our team.


Predecessor combines elements of shooter action and MOBA strategy. How did you achieve a balance between these two genres?

A lot of playtesting, feedback, and balancing. We believe the shooter-action gameplay brings players epic moments of split-second decisions and rewards them for their skills, while a MOBA strategy will require players to also be aware of their surroundings and the development of the match as they progress towards the enemy’s core. We found that the mix of intense team fights and intelligent strategy-making is creating a unique gameplay experience in Predecessor, and our players seem to agree.


The Crest system has received mixed reviews. Can you explain the design philosophy behind it and any plans to refine or expand upon this system?

The Crest system is a unique system in Predecessor. We believe that it gives another powerful tool under players’ belts. While it took some time for our players to find the best way to use the Crest System, we now believe that it’s a defining aspect of how you can build your Hero and take advantage of the surge or power that upgraded Crests have.


Many veteran Paragon players have gravitated towards Predecessor due to its approach to monetization and community building. How do you plan to maintain a fair and engaging monetization model as the game grows?

With Predecessor’s 1.0 Launch, the game is fully free to play. Players can acquire heroes by simply playing the game, and no gameplay-changing content is being added to the game. Players can support the game by acquiring cosmetic content in-game to better express their personality or to enjoy a new skin for their favourite Hero.

Predecessor
The Dev Team Hosted ‘Devs Vs Community’ Custom Matches In March 2025.

Why did you choose Unreal Engine 5 for Predecessor, and what advantages has it provided in terms of game development and player experience?

We see Predecessor as a game that will be here for many years to come. With that in mind, it made the most sense for us to use the latest technology in order to provide a better experience and better graphics to our players. It took a few months to move the project to Unreal Engine 5, but after that initial work, our team has now been able to create amazing-looking assets and use the latest features in game development to continuously raise the bar for Action MOBAs.


The current lack of an in-game progression system has been noted as a potential turnoff for some players. Are there plans to introduce progression elements, and if so, what form might they take?

With the Hero Affinity system, players are rewarded for taking their time to hone their skills with each character and being rewarded with unique content like loading screens and exclusive skins. Apart from that, our team is working on implementing more features in the future.


The changes to MMR calculations for mixed-skill parties aim to provide fairer matchmaking. How do these adjustments specifically address the issues faced by players with significant MMR disparities, and what improvements can players expect in their matchmaking experiences?

Matchmaking balancing is an ongoing process, as new players enter the mix, new features and new gameplay systems are introduced that change the overall rhythm of the game. With the inclusion of the Ranked queue, players should expect more competitive matches that have a lower flexibility on MMR disparities.


What role did the community play in building Predecessor, and how have their contributions shaped the game?

The community has primary importance for Predecessor and Omeda Studios. We listen to very in-depth feedback from our various channels, which have their own unique communities, concerns, and suggestions. We are in constant communication with our community, and many decisions were based on direct input from our community (like choosing the next Hero in our pipeline) or even our team deciding the next feature to be implemented based on community feedback. One good example of this was the implementation of our replay system that allowed our players to run community-focused tournaments even during Closed Beta.

Predecessor
Predecessor Introduced Experimental ‘Labs’ Game Modes In Patch 1.6.

What are your plans for expanding the player base and maintaining engagement as the game continues to grow?

With Predecessor’s 1.0 Launch, we’re seeing an incredible new wave of players joining our community, having already surpassed over 2 million players worldwide and still growing. We understand that the more we open the funnel for new players, the more different those players will be, and their previous knowledge of MOBAs might greatly vary. We have completely overhauled our onboarding tutorial to really help newcomers get into the game and start exploring all of the heroes and epic battles in Predecessor.


What were some of the biggest technical challenges faced during the development of
Predecessor, and how did you overcome them?

Any game development project goes through a large number of technical challenges, as pushing the bar is part of what makes games great. One interesting challenge for Omeda Studios was initially publishing Predecessor on consoles. With each publisher having their own certification process, technical requirements and approvals, it was a big learning curve for our team, and we kept getting better at it with each patch and update and will continue improving on the process as we have a goal to always have a cross-platform game available for free for everyone.


How do you plan to continue innovating and keeping the game fresh in a rapidly evolving gaming industry?

We believe that our team has worked on a very solid foundation for a great game that is allowing us to create ever more creative heroes. Aurora, a character who can build ice bridges that go over walls for her and all teammates, is a good example of that. Bringing creative Heroes and listening to our community has been the most important part of how we envision continuing to push the envelope of MOBAs.


Anything else you would like to share with the readers? Something that we have not
discussed yet?

If you haven’t tried Predecessor yet, now is the best time to jump in. With our latest 1.0 Launch, Predecessor is available for free on PlayStation 5, Xbox Series S|X and Steam. Also, the best way to explore Predecessor is by joining our Discord server, where a lot of the Devs, including myself, are always participating in conversations about how to continue improving our beloved Predecessor.

Predecessor
Omeda Studios Consolidated Its US Servers To Dallas, Halving Latency To Around 40 ms.

Predecessor is a free-to-play action MOBA developed by Omeda Studios, available now on PlayStation 5, Xbox Series X|S, and PC via Steam. It was released on August 20, 2024, and continues to expand its roster, features, and community engagement. We’d like to thank Robbie Singh for taking the time to speak with us.

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Summary
[su_list icon="icon: plus" icon_color="#0F90CE"] Story Highlights Predecessor blends shooter mechanics with MOBA strategy for fast-paced, team-based action. The game started with Paragon’s assets, but now features original heroes like Kira and Zarus. We interviewed the CEO of Omeda Studios, Robbie Singh, via email several months ago. [/su_list] Predecessor reimagines the MOBA formula by blending high-speed…

Mudassir is a seasoned journalist with a passion for uncovering the stories behind our favorite virtual worlds. Armed with a trusty notepad and a keen curiosity, he dives headfirst into the gaming industry's most exciting personalities. His knack for insightful questions and his ability to connect with developers and gamers alike makes his interviews a must-read. While on the lookout for the next person to interview, Mudassir keeps himself busy by writing news surrounding the gaming universe. Experience: 4+ Years || Senior Journalist || Education: Bachelor's in Psychology.

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