All publications by tag «interview»
Tim Willits on the games that shaped the industry and the technology that shaped these games
Tim Willits, chief creative officer at Saber Interactive and former studio director and level designer of id Software, is one of the key people behind the DOOM, Quake, and Rage franchises. We caught up with Tim amid WN Winter’21 in a futile attempt to capture his 25+ years in video games, as well as to find out what he’s up to these days.
chaosmonger’s Nicola Piovesan on old school sci-fi, avoiding moon logic puzzles, and breaking the fourth wall
ENCODYA is a cyberpunk point-and-click adventure game that came out on PC on Jauary 26. We caught up with ENCODYA’s developer Nicola Piovesan to discuss the game and the team behind it at chaosmonger studio.
Carrion game/level designer Krzysztof Chomicki on managing amorphousness, gravity and screams
Carrion is a reverse horror game in which you play as an amorphous creature of unknown origins. The game received universal acclaim from players and critics for its clever power-fantasy premise, as well as satisfying traversal and combat mechanics, which allow for gameplay that can be both strategic and chaotic.
Krzysztof Chomicki of Phobia Game Studio on making reverse horror game CARRION
Carrion is a reverse horror game in which you play as an amorphous creature of unknown origins.
The game received universal acclaim from players and critics for its clever power-fantasy premise, as well as satisfying traversal and combat mechanics, which allow for gameplay that can be both strategic and chaotic.
The team behind the game is Polish developer called Phobia Game Studio, whose members previously shipped 2D platformer Butcher.
Cloudpunk creator Marko Dieckmann on cyberpunk, voxel art, and constant fight that is indie development
Cloudpunk is a neon-noir story set in a dystopian cyberpunk metropolis. You play as a courier with the Cloudpunk delivery service.
The studio behind the title is Berlin-based developer ION LANDS. We caught up with its founder Marko Dieckmann to discuss Cloudpunk and the struggles it took to create it.
Dauntless’ Nick Clifford on cross-play, community feedback and blind spots in production
Dauntless is a free-to-play online action RPG from Phoenix Labs that is available on PC, PlayStation, Xbox, and the Nintendo Switch. On June 11, the developers rolled out a major content update called Call of the Void.
Ahead of the update release, we caught up with Nick Clifford, Marketing Director at Phoenix Labs, to check out the new content and talk about the studio’s take on multiplayer games in 2020.
Timelie creator on making games in Thailand, sacrifices and victories, and things you can do with time
Timelie is a puzzle adventure game that offers a new take on time manipulation. The game came out on PC on May 21. It’s the first title from a Thai team called Urnique Studio. While still in development, the project won Microsoft Imagine Cup both domestically and internationally.
We sat down with Parimeth Wongsatayanon, Creative Director at Urnique Studio, to discuss the team’s inaugural game development journey.
Super Sexy Software founder Marta Szymańska on shades of white, fear of emptiness, and power of unknown
The Shattering is a first-person story-driven psychological thriller with horror elements. It came out on April 21 and is currently available on PC.
Rather than relying on the genre’s clichés such as jumpscares and the generous use of darkness, The Shattering invokes fear through the absence of information. It defines the overall design of the game, with its shifting environments, invisible characters and the color palette that is dominated by various shades of white.
Mi’pu’mi Games’ Gregor Eigner on studio culture, European history, and sensitive topics in games
The Flower Collectors is a detective game that came out on April 21. While essentially a point-and-click adventure, it offers other mechanics as well, including timed events, and even secondary story storylines. The game features an unusual setting (Barcelona, 1977) and lots of book and movie references while dealing with sensitive topics like privacy and disabilities.
It is the second title from the Austrian studio called Mi’pu’mi Games.
We sat down with Gregor Eigner,
Black Mesa project lead Adam Engels on Half-Life, remote work, and game design philosophy
Black Mesa 1.0 came out on March 6 bringing closure to 16 years of arguably the most ambitious modding effort ever. The nuances of Gordon Freeman’s inaugural adventure cleverly rewritten, multiple environments and AI overhauled, Xen completely reimagined. The game itself, once a fan mod, is now a commercial stand-alone title. All good things to those who wait.