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interview: A New Beginning - Daedalic Entertainment
Maybe you can tell us a bit more about the game itself. What can you tell us about the rest of your team? JMM: Our team, based in Hamburg, Germany, is currently comprised of nine people, with myself coordinating all aspects of the development process and handling story writing, game design, storyboarding and about a million other things. Before founding Daedalic together with Carsten, I've been a writer and director on several short films, as well as a lifelong fan of adventure games. For my diploma thesis, I independently designed and co-programmed a complete adventure game that includes 30 characters, complete voice-overs, 120 screens and 30-plus hours of playtime. It will probably see release in the not too distant future... Through that project I met Carsten and we immediately connected over our shared vision of the potential for adventure games. We're also handling all the coding and scripting for the game internally, while all the artwork and sound assets are done externally. We have contracted a large team of artists and animators, many of them with years of experience in traditional animation film. Our sound team is also based here in Hamburg; they will be handling the game's orchestral soundtrack and the roughly seven hours of voice-overs. The game will be a fairly conventional point-and-click adventure, which will please many genre fans. Other than the subject matter, what features would you say make the project unique? JMM: One thing that definitely sets us apart from many recent titles is the size of the game: with around 130 screens, 30 great, compelling characters, 20 minutes of animated cutscenes and around 20 hours of gameplay, we will deliver a hefty gaming experience. We're also very much focused on bringing back a sense of fun and experimentation as you explore the environments. One way to do this is by writing and recording voice-overs for nearly every single possible action-hotspot, action-item, item-hotspot and item-item combination. No more "That doesn't work."! We're also implementing a number of technical innovations, both on the graphics side with multi-layer characters and complex backgrounds, as well as in the sound department with a uniquely dynamic soundtrack and unusual voice-over recording process. Will the game be independently financed and released by Daedalic, or will you be seeking out publishing partners to finish production and/or distribute the game? CF: We're financing the game with the help of a partner and will publish it in Germany, Austria and Switzerland. Internationally, we are looking for publishing/distribution partners. Fortunately, we are very well connected with the relevant companies and there is already a lot of interest, since the game has such a general appeal. Are you planning a localized English version of the game? CF: Yes, we are of course developing the game with the international market in mind. At the Games Convention in Leipzig, we will be showing an English version to trade visitors and the international press. We will also be at GC Asia in Singapore this September. If all goes well, when might we be seeing the game appearing on store shelves? CF: We have set ourselves a very ambitious schedule, with release planned for the second half of next year. The game is being developed for PC, as well as Nintendo DS and Wii. Even better! We're always encouraged to see more developers branch out across platorms, so that's good news, indeed. I'm also personally pleased to see environmental concerns being embraced, so I applaud your choice, and I look forward to seeing the results. Thanks very much for sharing more about your game with us. CF: Thank you for giving us the opportunity to tell you about our game's vision. So far, we have enjoyed a lot of positive response everywhere we have presented our project, with an unprecedented amount of attention in the German media, so I know we're on the right track. JMM: Thank you!
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