![]() ![]() Richard Hogg: I’m glad you think it is spectacular! It came about fairly early in the project. How did you come up with the spectacular title of this game? We’ve learned a lot in three years and worked with some really amazing people who helped us with the various aspects that we were completely unfamiliar with at the start. Ricky Haggett: Yeah, there are lots of stories in this game, lots of voice acting, loads of writing. This brought another, very different kind of complexity to the project. Richard Hogg: On top of that we were keen to make a game with stories in it - more of a humanist game. ![]() This really pushed us out of our comfort zone - we’d got really good at making 2D games I think - but at this point, we’re really enjoying all the new toys that 3D gives you to work with. It seemed like a really magical concept that we hadn’t seen in a video game before, and as we explored it, we quickly realized it would have to be made in 3D. We came up with the idea of being able to slice into objects in real time, to reveal their interiors. Ricky Haggett: It’s our first 3D game - made in Unreal Engine. Generally speaking, what inspired you to develop this distinct game concept? I Am Dead seems like a significantly more complex project than Hohokum and Wilmot’s Warehouse. The development team for I Am Dead is about 15 people - about the same as Hohokum - and we’ve been working on it for almost three years! Video games take a long time - especially when you’re making something quite experimental. (It sat in my loft for five years before I passed it along.) Then we were in a band together for years, and during this time we started talking about making a video game together, which would turn out to be a game called Hohokum. ![]() Ricky Haggett: Richard and I met in a pub in Hackney, East London, in 2002 - he was a friend of a friend who was giving away an old Amiga 2000, which I wanted for some reason. Nintendo Enthusiast: How long have you been working on I Am Dead now, and roughly how large is the development team in total? And to follow up on that, how did the partnership between Hollow Ponds and Richard Hogg begin? The origins of that perfect title, the challenges of making a game that has never been done before, the game’s innovative real-time object dissection mechanics, and the casual acceptance of death were all discussed! To coincide with that announcement, we had the opportunity to chat with Haggett and Hogg about all aspects of the game’s development. I Am Dead was freshly revealed today to be releasing in September for Nintendo Switch and Steam. It’s a serene game about being dead but, with the help of your ghost dog, meeting other ghosts who can help you save your island from potential volcanic disaster. At today’s Summer Game Fest Developer Showcase, Director Ricky Haggett of Hollow Ponds and Artist & Designer Richard Hogg debuted new gameplay footage of their charming upcoming adventure puzzler, I Am Dead. ![]()
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |