Log Like Action DreamScaper -3 people developed, but we have realized quality that can be said to be quasi-AAA class [Developer interview]

An interview with the developer of the new indie game I'm worried about this project. This time, we will deliver a mini-in-tavy to the Log Like action DREAMSCAPER developer officially released on August 6 for the development of Afterburner Studios, PC / Switch.

This work is a Log Like action that challenges an infinite battle while moving with the real world and Dream World. At night, you have to get into deep sense of potential awareness and fight with a nightmare that changes every moment. Collect items and skills scattered in your dreams and face many trials to wait. It is important to deepen the bond with residents in the city of Led Haven. By establishing a trust relationship, you can unlock various upgrades, and you will be a stronger yourself and the battle with the dream to visit again. It is also true for Japanese.

DreamScaper is delivered for 2,570 yen.

- First of all, please introduce yourself. What is your favorite game?

Ian Cofino (hereinafter IAN) IAN COFINO. Launched Afterburner Studios with Robert Taylor and Paul Svoboda. I am in charge of design, animation, VFX and UI in this work.

The most favorite game is ... it's difficult to choose! If it is the most affected game series, it is Final Fantasy and Street Fighter. In recent games, God of War (2018) is your favorite.

-Why did you start developing this work?

IAN 2015, he met Robert and Paul when he was making a survival multi player shooter saying SOS. This project will end up, and summer in 2018, we all left the company.

At that time, we had worked in AAA studio, and they were disillusioned in the game industry. It fully burned out and I needed some change. When I talked with three people, we found that we had a skill that supplement each other while sharing similar values. We first decided to make a prototype that draws more personal stories, like two to three months. This work was born like this.

- Please tell me the characteristics of this work.

IAN I will list some points.

Quality: It is a very small development team, but it is proud to realize high quality that can be said to be a quasi-AAA class. Many indie titles are not as much as possible, and I think that I was able to deliver sophisticated things quickly because it was a small team.

World: If there is one innovative thing in this work, it will be the world of this work. We created a unique world that did not leave the mind of the player immediately and not separated from the basis of the basis and the wonderful art created by Paul. This work is a game that focuses on the battle, but also fights the stage where realistic characters are ready to be aware of. We think that the harmony of the story and gameplay is important, and it will lead to a game that sues emotions.

Feedback & Communities: We are proud to be able to take care of the community's voice firmly and develop together. In addition to responding to their feedback in the development cycle, it was not only able to make a better game, but also a strong relationship with the players could be built. From now on, I would like to aim for more than the expectations of the players.

- What kind of person do this work do you want to play?

#1 FIFA Player | Hannah Stocking & Anwar Jibawi I want to play as many people as possible! This work is a highly difficult action Rogue Like, but it is adjusted to be able to enjoy as much people as much as possible. The genre of Rogreike is important for us to develop. It is also a genre that we like, and there are many players that have not played this genre yet. People who are familiar with games are not so, I want to enjoy this work for a wide range of people.

- Is there a work affected by this work?

There are many IAN! The Binding of Isaac Dead Cells HADES has been affected by the search, route and metamale part. In the part of Battle, we refer to God of War Devil May Cry and some fighting games.

Also, the item that Casidi finds in the dream was born from the inspiration obtained from what we saw in various places, such as Yo-Yo and Huge Fantasy Swords.

-Did you have an impact on development by new coronavirus?

IAN Luckily, it was not so much. We have some reasons for this in a studio that has previously been completely active. First of all, for us of the indie developer who is developing debut work, it is expensive to rent an office.

Second, we met in the Bay area in California, but I thought that it was necessary to be able to leave the area too high. Paul remained in San Francisco, but Robert moved to the east coast of Canada, and I live in London now.

Since firm communication has been made since starting this project in 2018, the remote work can also smooth and the new Corona was not aware that the development and timeline of this work could not be affected I was lucky.

- Is it okay to deliver and revenerate this work?

IAN, of course. I love to see the figure of distributing this work, and I want to make videos and make it!

- Lastly, please give a message to the Japanese reader.

IAN This work is a project that three of us poured a passion. There is a difference in culture, but the game has a magical power that makes the bridge. When I was a child, I loved Japan's games such as Final Fantasy, Sacred Sword Legend 2 and Makai Tower SA GA, and in our lives, these works have been affected by many. I'm glad if we could feel like a feeling of exciting that we felt and felt a Japanese game. Then I think we can give back to what we have received from Japan's game.

Thank you for reading this interview. I'm glad if you play this work. Please let me know your impression!

--thank you very much.

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