Exploring immersive sim game design with Raphaël Colantonio: “You basically let the player cheat the game”
During the recent WN Conference in Belgrade, we had a chance to speak with Raphaël Colantonio, creative director of WolfEye Studios and founder of Arkane. Check out our interview with one of the industry’s most prominent creative minds for a quick dive into the immersive sim genre and Raphaël’s approach to game development.
Rockfish on Everspace 2’s marketing and launch: “We saw very little of the expected sales drop off due to PC Game Pass subscribers”
Everspace 2 has been a huge success for Rockfish Games, with over 300,000 units sold already. We reached out to the studio’s CEO and co-founder Michael Schade to discuss the game’s marketing, Early Access, the importance of demos, and the impact of Game Pass on sales.
Mundfish on Atomic Heart’s game design: “We had to strike a balance between ambition, common sense, and the release date”
While Mundfish is working on the first DLC for Atomic Heart, we have reached out to the studio’s game design team to chat about some of the title’s elements and mechanics. In an interview with Game World Observer, the devs opened up about making the combat system and bosses, and also discussed some issues related to the open world.
GD Berlin Dev Contest winner announced: Meet team behind 3D cyberspace platformer Boti: Byteland Overclocked
Dozens of game developers took part in a special online showcase that was held as part of the Game Developers Berlin event on April 5. Let’s take a look at the contest’s results and its winner, 3D platformer Boti: Byteland Overclocked.
Navigating game licensing in China: Insights from Playkot on getting ISBN for Spring Valley
At the end of March, Playkot became one of 27 companies that received a special license to release their game, Spring Valley, in China. In our interview with Jane Artemova, the company’s Business Development Manager, we discussed how expensive it was to apply for an ISBN, how long the review process took, what changes were requested by the regulator, and more.
How to create retro-style 3D graphics: explained by Warpips developer Skirmish Mode Games
Scott Thunelius, programmer and 3D artist known for his work on Subnautica, has shared with us the key principles behind creating retro-style graphics. As an example, he used Warpips, a tug-of-war strategy game he made with his friends in the spare time.
Free Lives on Studio Ghibli-inspired reverse city builder Terra Nil: “Player involvement is a central part of our development ethos”
Restoring the environment instead of turning the planet into an industrial nightmare? This is what Terra Nil is all about. We spoke with Free Lives producer Ruan Rothmann about making this beautiful reverse city builder.
Badger-led indie studio Grimbart Tales on ITORAH, childhood memories, and creation of hand-drawn Mesoamerican world
German-based indie team Grimbart Tales has put a lot of effort into their debut title ITORAH, an action-adventure game set in the beautiful Mesoamerican world. We reached out to the studio to discuss their first steps in game dev and the importance of cherishing childhood memories.
Half Past Yellow on Time on Frog Island, trading with frogs, and creating “adventure for people with ADHD”
Half Past Yellow co-founder and lead designer Max Wrighton has opened up about Time on Frog Island, a colorful adventure game inspired by some Zelda quests. We discussed the title’s trading nature and the vicissitudes of indie game development.
Zen Studios on its Victorian steampunk RPG Circus Electrique, passion for pinball, and life under Saber
Launched on September 6, Circus Electrique combines Darkest Dungeon-like fights with circus management and puts it all in the grotesque setting of the steampunk Victorian London. We spoke with the Hungarian team Zen Studios about the game’s mechanics, their relationship with Saber Interactive, and their love for pinball.
Mixed Realms on Gordian Quest, blending RPG and deckbuilding genres, and the Rule of Cool: “The devil is in the details”
Polished deckbuilding roguelite with RPG-like progression and some DnD feel to it? Well, it is all about Gordian Quest. We caught up with Singapore-based indie studio Mixed Realms to discuss the challenge of mixing multiple genres, the benefits of Early Access, and their favorite Ultima game.
Indie dev Tobi on Above Snakes’ tile-based gameplay: “It started out as a compromise”
Indie dev Tobias Schnackenberg has opened up about Above Snakes, a debut game from his small studio Square Glade. We discussed the Wild West setting, promising tile mechanics, running a Kickstarter campaign, and working with player feedback.
Sezhes on its Lovecraftian JRPG Frail Hearts: Versicorae Domlion: “The true horror lies behind the scenes”
Developed by the Italian team Sezhes, Frail Hearts: Versicorae Domlion is a new eerie JRPG / visual novel featuring four stories set in a dark and dangerous world. The studio’s founder Fiore has opened up about the game’s storyline, Lovecraftian aesthetics, combat system, and three-year run to the launch.
Massive Monster on Cult of the Lamb, juggling genres, and iteration: “You have to be fast and not get attached to an idea”
Jay Armstrong, director of game design at Massive Monster, has opened up about Cult of the Lamb, a whimsical roguelike / cult management sim. We discussed the game’s development, creating the concept of running a cult, and the importance of iteration in providing players with a unique experience.
FlyinDogs on The Tales of Bayun, narrative adventure game on steroids set in gloomy world of Slavic folk tales
FlyinDogs is a Georgia-based team working on The Tales of Bayun, a narrative adventure game inspired by the Slavic folklore. The studio’s co-founder Ilia Maksimenko has told us about crafting a colorful yet gloomy fantasy world and diving into the sea of indie development.
Prospector: a casual yet complex survival game by Jacob Farny, a solo dev who wants players to author their own story
Jacob Farny, founder of one-man studio Loonworks Games, has opened up about his sci-fi simulation / base-building game Prospector. We discussed his love for the genre, the challenges of solo development, and his desire to create stress-free experiences that allow players to author their own story.
Distilled Gaming on its fighting card game Death or Glory: “The most challenging aspect is mental”
For this week’s indiedev interview, we spoke with Hong Kong-based team Distilled Gaming. It is now working on Death or Glory, a bold attempt to mix the CCG and fighting genres. The studio’s founder and game designer Roy Loh opened up about the game’s development, monetization, and being inspired by both MTG and Street Fighter.
DIE SOFT’s Dave Mauro on making Little Nemo and the Guardians of Slumberland, NES-style metroidvania set in wondrous dream world
Little Nemo and the Guardians of Slumberland is an upcoming platformer / metroidvania by indie developer DIE SOFT. We have reached out to the studio’s founder Dave Mauro to discuss how he started his journey and decided to make a game inspired by retro comics and NES classics from Nintendo and Capcom.