It was a game with a lot of different abilities, but it had a blowing and sucking wind mechanic - that was pretty cool. We figured out it was doing way too much, but we liked one aspect of it. "For various reasons, none of these prototypes really took shape, but at one point we stepped back and looked at the last one we'd been doing. Creatively we wanted a break from the SteamWorld games, and that world to recharge our batteries and do something else and be allowed to do other things. Some of our early prototypes were SteamWorld, but The Gunk's prototype wasn't, which was also very intentional from our end. "The main spark for The Gunk came from working on different prototypes in Unreal and getting up to date with the engine and working in 3D. "We'd only ever done 2D games in our own in-house tech," director Ulf Hartelius says. As it makes its way to Steam today, I sat down with director Ulf Hartelius to talk more about the creation of the game's titular goop, and how the timing of its environmental themes about cleaning up its gunked up planet was much more than just a Death Stranding-style happy accident. Not only was it their first game in 3D, and their first time using a new engine, but it was also their first title that had nothing to do with the series they'd built their name on. Released on Xbox Game Pass at the tail end of last year, The Gunk was a big step up for the makers of SteamWorld Dig. With their latest game, The Gunk, they've finally entered the realm of 3D adventure games. Over the last ten years they've tackled every genre, from tower defence to turn-based tactics, RPGs and action platformers. Finding your niche can often be the key to success for smaller developers, but Swedish team Image & Form refuse to be pigeonholed.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |