All publications by tag «interview»
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.
Earth of Oryn: an upcoming story-driven city builder by Eli, indie developer working in rural Belgium
Belgian indie developer Edouard a.k.a Elivard has quit everything to pursue his ambitions and create the city-builder of his dreams titled Earth of Oryn. He has told us about this journey, the desire to stay independent, and drawing inspiration from classic games and Tolkien’s world.
Retro Forge on making 16-bit metroidvania Souldiers: “Keeping the entire world consistent has been a nightmare”
Spanish indie studio Retro Forge Games has just launched its debut title Souldiers, a 16-bit metroidvania offering a hardcore combat system and a big colorful world. We have discussed the game’s development and challenges the team faced along the way with the studio’s co-founder and programmer Leo Fernandez Infante.
Afterburn on crafting Railbound, a cozy track-bending puzzle game that looks like a comic book come to life
Railbound is an upcoming track-bending puzzle game created by Poland-based indie team Afterburn. We spoke with the studio’s founder Luke Spierewka about the game’s development and creating its distinctive, comic-inspired visuals.
Alkemi on its story-driven card game Foretales: “It’s not supposed to be less fun because you decided to avoid killing anyone”
Alkemi is a small 5-person team based in Nantes, France. We have reached out to the studio’s founder Alain Puget to discuss the adventurous development of Foretales, a narrative-driven card game with a non-linear story, which is expected to come out this summer.
Indie dev Jamie Rowan on making Clockwork Kingdom, 1-bit dungeon crawler where you can’t move at the start
Clockwork Kingdom is a small black and white dungeon crawler where the player has to escape the toy factory. The catch is that you can’t move initially and have to gradually unlock movement directions to make your escape. Today we discuss the concept and main inspirations behind the project with its creator, London-based animator and indie developer Jamie Rowan.