![]() ![]() Technically, it hasn’t become much more complicated. But I was experimenting a lot, and over time the style evolved. The initial idea was to make something very old school, with a visual style similar to Amiga and Spectrum. ![]() I wasn’t using any image post-processing and color palette was very limited. Testov: In the beginning, the visual style was much simpler. It won Best Indie Game award there, and a very large cash prize which allowed us to continue developing and to find a publisher.ĪT: What was involved in the artwork design and animation for this game? We risked everything, and in two months we’d made a demo from these sketches which we sent to the DevGAMM competition. Just to have some rest from the countless colorful games which we were producing for our studio’s survival. We had enough money to keep our tiny studio open for about two more months.įor almost a year in my free time, I had been drawing sketches and animations for a gloomy pixel game. If I couldn’t do something I wanted to, if I couldn’t express myself through the games and develop things which communicate some ideas, then I should look for another job. There was a moment when I decided that I couldn’t continue in game development if it meant endless work I didn’t like. For a few years, we developed these types of games and I really got tired of it. But eventually the market declined, and only casual genres like match 3 and mahjong remained in demand. Back then you could make a simple game with experimental gameplay and not worry if it would sell. ![]() At that time, I’d quit my main job, and become fully committed to game development. Testov: When we started developing games, flash games were extremely popular and even if you were making games just for fun, it was quite easy to sell them. How did you get started and how did you and your friend decide to create this game? AT: Tell us about your journey into the world of game development. ![]()
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