Launch

Projection: First Light - Interview with the Devs

We hope you’re ready to discover the rich history of shadow puppetry because Projection: First Light launched on Steam for PC, PlayStation 4, Xbox One and Nintendo Switch on September 29th!

We decided to host an interview with Michael, from Shadowplay Studios, so he could answer all of your questions about the game and its development!


What led to the decision to use shadow animation to create Projection?

The mechanics of using shadows came first. It was an interesting idea to treat shadows like physical objects based on the way light moved. Once the mechanic was established, using shadow puppets seemed like a natural progression. Yosha suggested it would be really cool to use puppets when he saw the first prototype while I was making it during a game jam.

The devs worked on the shadow mechanics first and then added the idea of using shadow puppets.

The devs worked on the shadow mechanics first and then added the idea of using shadow puppets.

What was the inspiration behind the story for Projection?

The tales were inspired by the different places we knew we wanted to take Projection. Once we consulted a shadow puppeteer who suggested we explore certain countries, we started researching the most well known stories from those countries. As for Greta's main story, we wanted the world of shadow puppetry to be explored from the viewpoint of a normal person i.e. from the 20th or 21st century. You can more easily explore the values and themes of the unique art style that is shadow puppetry if it is observed through the lens of someone who is experiencing for the first time themselves.

Greta’s story begins in the 20th-21st century and you get to experience shadow puppetry from a relatable character.

Greta’s story begins in the 20th-21st century and you get to experience shadow puppetry from a relatable character.

How was it taking the game from Apple Arcade and porting to other consoles?

For us the porting wasn't too troublesome. Luckily we have the help of Blowfish and Sweaty Chair to help out with porting. From us it was mostly design features e.g. make sure what works well with touchscreen also works for a controller.

What are some of your favourite games to play?

I grew up with an N64 so Banjo Kazooie shaped my childhood alongside Super Smash Bros, Zelda, and Mario. However, I play whatever I can ranging from MMOs, shooters, sandbox games and sometimes even (gasp) sports e.g. swimming, volleyball, basketball.

What’s been your favourite part of working on Projection?

Working on an idea that people genuinely believe is unique and then getting to watch them play. The best part is always once the players get to try it out. So conventions like PAX are always a highlight for me.

The best part of working on Projection was working on a unique idea and then seeing people play it.

The best part of working on Projection was working on a unique idea and then seeing people play it.

What was the biggest challenge in bringing Projection to life?

For me, it was organising it around everything else. I was studying and then working full time while the game was being made. Probably to the chagrin of my colleagues I was not as present as I could have been which is why I'm still thankful for all the help and effort they put in.

What was it like working on this project during COVID-19?

The actual game was done, but the additional content that I was working on was no different to working from before COVID-19. Prior to COVID-19 we all worked from our home computers and communicated through discord. That stayed the same throughout. Having another job meant the company I was running wasn't severely affected.

What was it like having the demo in all the online festivals?

For myself it's always nice telling people there's a demo of my game they can try out. It also meant I got to see a lot of criticism from players as well which is fair. But I do much prefer whenever people have nice things to say ha.

How did you decide which countries to visit in the game?

We consulted a shadow puppeteer Richard Bradshaw who gave us a history lesson of how shadow puppetry moved throughout the world. Mainly starting in Indonesia and China, then spreading to Turkey/Greece, and finally the rest of Europe.

The devs wanted to explore the countries with rich shadow puppetry history. Pictured: China.

The devs wanted to explore the countries with rich shadow puppetry history. Pictured: China.

Do you have any advice for aspiring game developers?

It's not enough to have an idea. It needs to be playable for people to believe in it. Also, for most people starting out, a majority of the game ideas you come up with are going to be poopy ideas. It's only once you get through all of those that you eventually get to the good ones.


Get Projection: First Light now!


Infinite - Beyond the Mind - Interview with the Dev

IBTM_1000x1000.png

We hope you’re ready to stop the evil Queen from conquering the world because Infinite - Beyond the Mind launched on Steam for PC, PlayStation 4, Xbox One and Nintendo Switch on May 7th!

We decided to host an interview with the sole developer of the project, Emilie COYO, so she could answer all of your questions about the game and its development!


What were some of your influences that helped you come up with the idea for Infinite — Beyond the Mind?

There are a lot of things that influenced me, Shinobi Strider and Metal Slug games are the primary influences. These games really defined my childhood and showed me what "Intensity" can be in a video game. I discovered in recent years some animes that left a little bit of influence in the game: Genocyber, Evangelion & Kill la Kill. Now you know where the design of the Queen came from... 

The game art was inspired on animes that the developer likes.

The game art was inspired on animes that the developer likes.

Is there any influence from France within the game?

Not much really.

Why did you decide to have the relationship between Olga and Tanya be ambiguous?

I could not decide during the development if Tanya & Olga were sisters or a couple. I finally decided to leave the interpretation of their relation for the player even if I know it today...

The developer deliberately decided to leave Tanya and Olga’s relationship up to interpretation.

The developer deliberately decided to leave Tanya and Olga’s relationship up to interpretation.

Are 2D side-scrollers your favorite type of game to play?

There are a lot of types of games I like to play, but for the intensity; 2D side-scrollers are my favorite!

What was the best part about creating the game?

The best part for me was when I just started programming something like an enemy or an object. It's just like making something live from scratch :D

2D side-scrollers are the developer’s favourite genre, and that is partly what inspired Infinite.

2D side-scrollers are the developer’s favourite genre, and that is partly what inspired Infinite.

Is there any interest in making a physical option of the game?

Of course! I would really love to hold a physical copy of the game in my hands :)

What does Infinite - Beyond the Mind mean to you?

Infinite - Beyond the Mind represents how difficult it can be to change the world and the dream to make it possible at the individual scale.

1_Infinite_Reveal_Intro.png

What were some challenges you faced in the creation of the game?

Learning how to code was certainly an interesting challenge since I dropped out of high school for health reasons. I didn't attend a programming school, but I had the time and money to teach myself programming. It's quite amazing how much you can find online to learn!

Do you have any advice for aspiring game developers?

Do not overwork to the point where it becomes the only thing you have in life. Another piece of advice I can give is to make your prototype as simple as possible, otherwise if you start with too many complex and ambitious ideas the chances of quitting your project will get higher.



Infliction: Extended Cut - Interview with the Dev

Infliction_KeyArt_400x400.png

As most of you must know, we published Infliction: Extended Cut on PlayStation 4 and Xbox One on February 25th, and we’re very happy with how well it has been received. It currently has 4.5/5 stars on both platforms!

To celebrate this, we decided to host an interview with the Infliction: Extended Cut developer, Clinton McCleary from Caustic Reality.


  • What provided the inspiration for Infliction? 

I draw inspiration from all over the place but the single biggest thing that influenced Infliction was becoming a new parent. This changes you overnight. Everything you we’re afraid of before didn’t seem to matter any more. And with that came a slew of new fears and inspiration for a horror story based on real fears set in the surreal, yet familiar.

  • Did any games, films, TV shows, or books influence you in the creation of Infliction? What aspects do you like about them?

Yes, absolutely. We’re all inspired and influenced by the ones that came before us though I’d consider my influences to be less than conventional. I’ll start with games. Gone Home was the single biggest inspiration for Infliction in terms of its game play, environmental storytelling and setting. I loved the idea of uncovering story elements at your own pace while making the world feel alive. The other game that influenced me was PT. PT took the normal and safe and twisted it which really inspired me. I don’t play many horror games personally but I love horror movies.

The movies that inspired Infliction can be felt throughout the experience. If you know the movies, you’ll relate to their inspirations right away. Hellraiser, The Exorcist, The Ring, Evil Dead, and House on Haunted Hill to name a few.

Another big influence for me, particularly in the early stages of concept is music. Everyday I’d drive to work and I’d listen to a song called ‘Electric Head Pt1 (the agony)’ by White Zombie. The start of this song had me visualize the final scene from Infliction. And it’s the final scene still to this day. Music always paints pictures in my mind.

Infliction’s environmental storytelling is a homage to different horror movies and games.

Infliction’s environmental storytelling is a homage to different horror movies and games.

  • What was the process for creating Infliction? 

Solo development was extremely challenging. Add to that my first game and I’m sure my creative process is unorthodox. The story of Infliction is a linear story told out of sequence. I wrote the story early on and so I knew the beats. It wasn’t until I wrote character dialogue that I really started to understand my characters. Once I understand the characters it was full steam ahead. I could now build a world for these characters to inhabit. Once I had my world, something interesting needed to happen in it.

I think of Infliction as a set of memorable moments woven together with a narrative. I’m a very visual person so I’d often think of a cool moment or scene and work backwards from there. Once a sequence is complete, I dive into audio, one of my favorite parts of the process. You can sell so much with audio, particularly in horror. The audio is also extremely detailed and layered. I’d start with an ambient track and layer sounds over relevant to the situation to create a soundscape to complete the sequence. If the theme of the area is birth, you’ll hear babies cries layered into the audio. Inside a mirror? The audio is reversed. It’s not just audio where I pour over detail. So many things were hand made to make the environment feel lived in. Many of the brand names are anagrams revealing a deeper meaning to your situation. Infliction is loaded with Easter eggs and everything has a purpose. 

  • Do you have a favourite memory from your time creating Infliction?

I have so many awesome memories it’s hard to nail one down. Creating alone is a strange experience. You don’t have many people to bounce ideas off. My wife, daughter and a couple of friends were my saving grace in this regard and I couldn’t have done it without them.  But one of my fondest memories was winning the PAX Indie Showcase. This was the first time anyone had seen my creation besides my nearest and dearest so to have the game judged and win was amazing validation for me and really put wind in my sails.

  • What technical challenges did you face in taking the PC build and porting to consoles?

There are quite a few challenges because PC is such a forgiving platform. Hardware specific bugs through to optimization. Building the Extended Cut content in parallel with the port and creating a respawn system just for consoles. Even the way PC saves data needs to be altered for consoles. A lot of systems had to be refactored to accommodate the console hardware. I’ve been blessed to work with some amazing people at Blowfish. The port has not been without its challenges but working with the team has been an extremely enjoyable experience.

  • What can people look forward to with the Extended Cut? What has been added from the base game?

Everything from the original game of course, The “Extended Cut” also includes additional endings and a “New Game Plus” mode with bonus story content, remixed scares, new puzzles, and other surprises.

  • What additions does New Game Plus bring to Infliction?

New Game Plus brings a much harder difficulty. New puzzles, remixed versions of the old puzzles, and new unlockable bonus story content. I really wanted to give the most hardcore completionist some additional challenge and reward them for taking the time. 

The Extended cut includes additional endings and bonus story content… and a few other surprises.

The Extended cut includes additional endings and bonus story content… and a few other surprises.

  • Any tips you’d pass on to aspiring game developers?

It’s hard to impart advice that you haven’t heard before but if everyone is saying it, there must be something to it. 

Keep the scope of your project small. One amazing feature is far better than three unfinished features.

Test early and test often. No matter how perfect your code is and how bug free you think you game is, it’s not. Players aren’t going to play the game the exact way you do when you test. Give the game to as many friends and family as possible or you could do what I did. I asked a local game collage QA class to test Infliction. They’ll get their name on a game and you’ll get testing!

Finally, if you’re developing and self publishing, start thinking about the business side of dev now. Get a website, start your social media accounts, start blogging your development journey, and reach out to some game marketing firms. They’ll usually do free consults and offer advice specific to your game which can be invaluable when you’re starting out.

  • Anything else you’d like to say to Infliction fans?

Thank you. Without your continued support I wouldn’t be able to do this. Because of you Infliction continues to grow and is now accessible to a much larger audience. Extended Cut is a love letter to you. I hope you enjoy the new platforms and the new content.

Thank YOU for your constant support!

Thank YOU for your constant support!


Get Infliction: Extended Cut now!


War Tech Fighters - Available Now!

War Tech Fighters - Available Now!

When I reviewed War Tech Fighters for Blowfish last month I reached the conclusion that this very fun mech-battle game has a lot to offer: loads of action, a detailed universe, and hours of engaging gameplay. So I’m glad Blowfish asked me to write more about this game because there is plenty to talk about. This game is epic. It’s like stepping into a sci-fi book or movie.

Minesweeper Genius: A modern take on the classic minesweeper game!

Minesweeper Genius: A modern take on the classic minesweeper game!

Minesweeper Genius reboots the simple little game we all played ages ago and expands on it with elements reminiscent of Sudoku and maze-runner games like Bomberman. The idea is familiar – use logic to avoid deadly mines on a grid – but this time around we have a hero and a bit of a backstory.