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[ Interview] OPQAM on DOGOS  

[ Interview] OPQAM on DOGOS
EdEN, Owner
  • On September 6, 2016

We’re playing DOGOS from indie team OPQAM for a review so we got in touch with them to talk about the game’s development for the PlayStation 4.

PS4Blog: Hi Pablo! Welcome to Could you please present yourself to our readers and tell them a bit about your work?

I’m Soy Pablo Testa, programmer and director at OPQAM. I’m in charge of developing and programming our games, and I’ve been doing this for over 20 years now.

I’m from Argentina, from the city of Castelar in the province of Buenos Aires.

There are four of us working in the studio, and we do most of our work from our home offices.

PS4B: DOGOS is finally ready for PlayStation 4. What can you tell us about this game?

DOGOS is an open world shoot ‘em up (shmup), which means there’s no autoscroll pushing you, and you can go anywhere at the speed that you want to, without feeling rushed. You have to complete certain goals, but you can go around the world searching for improvements and completing milestones.

The game is a skill-based release, as you’d expect, so your reflexes must be top-notch. To make it fun for everyone we have included four difficulty settings, so that all fans of the genre can give it a go.

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PS4B: How long has the team been working on DOGOS so that it could be ready for it’s PlayStation 4 debut?

We worked on DOGOS for 14 months, and we created our own engine for the game. We did all that is included in the game, and this allowed us to get the most out of its performance. The PlayStation 4 version runs perfectly, with a very smooth and fast framerate. PlayStation 4 is a great console to develop for!

It took us two months of testing and improving things here and there to make sure players would have the best experience possible on the console.

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PS4B: What was the reason why there is no Platinum trophy for the game? Taking into consideration that it’s a shoot ‘em up, there’s definitely many objectives that could have triggered additional trophies to reward players.

It wasn’t our choice in the end. DOGOS is considered a smaller indie game, so we were not allowed to include a Platinum trophy.

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PS4B: Now that the game has been released, what is the team currently working on? Are you set on a new project? Or are you considering some additional content for DOGOS?

We’re currently very busy promoting DOGOS. As mentioned before, there are only four of us and it’s a lot of work. We do have a couple of ideas but nothing has been set in stone for now. We put everything we had planned into DOGOS, so we didn’t leave anything for DLC. This doesn’t mean we won’t develop DLC for the game in the future, it just means that we need a lot of extra time for that since we have to plan and develop said content from scratch.

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PS4B: Thank you for your time. Would you like to add anything else before we leave?

I’m very thankful for you giving us a chance to talk about the Project. We’ve given it our all to make DOGOS and we really like the final product. We learned from our mistakes on Project Root, and we learned a lot of new stuff thanks to DOGOS. We invite all players to give us their feedback so that we can continue to improve as developers!

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