Nomada Studio producerade en av de större hitsen förra året, ett litet lir kallat Gris, och under Gamelab 2019 fick vi chansen att intervjua Conrad Roset (creative director) för att få reda på vad som inspirerade den artistiska och rörande spelupplevelsen.
"We wanted to tell an emotional story, we wanted to concentrate on feelings, we touch emotionally the player," förklarade han via översättare. "So that's why we didn't want to tell too many elements about the story. We wanted it to have an open ending, and it's really a story about personal evolution."
"I would say that 70% of the people involved in Gris are not from the typical video game industry itself," Roset continued when talking about the development. "There's people from the art world, from the animation sector as well, cinema, advertisements - it was not just purely video game people. So that has helped us create a different product, and also for different people; it's not aimed at the typical people who play video games. It's opening the market, it's a wider audience."
Se hela intervjun nedan.
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