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PS4Blog.net | October 20, 2017

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[PS4Blog.net Interview] Splashteam On Splasher

[PS4Blog.net Interview] Splashteam On Splasher
EdEN, Owner
  • On October 3, 2017
  • http://www.ps4blog.net

We’re currently playing Splasher for our review, so we got in touch with Splashteam to talk about the game’s development for PlayStation 4.

PS4Blog: Morning! Thank you for joining us at PS4Blog.net. Would you mind introducing yourself to our readers?

I’m Romain Claude, leader of Splashteam. I co-created Splasher with a 2D artist friend Richard Vatinel, aka “Gromy.” I designed the game and programmed it, while Richard made all the graphics. Before Splasher, I’ve worked mostly as a designer for Ubisoft on games like Rayman Legends, Rayman Origins and Rabbids Go Home earlier.


PS4B: Splasher is out soon on PS4. What can you tell us about this release?

Shipping the game on consoles was our plan almost from the beginning. Splasher is designed for it (especially the controls) and even if today a lot of players are using a PC to play platformers, it is still a type of game that is more appreciated on a console. It’s hard to say if the game is going to do well on PS4, but I hope so, and I’m very proud of what we have achieved here. Releasing a game on a console is a quite difficult task, especially if it’s your first one.

Splasher 1

PS4Blog: How long did it take to develop the game from initial concept to the final console version? Where there any considerable changes made along the way?

It took way longer than expected: 4 years. 3 and a half years for the PC version + 6 months to port the game on consoles. Actually, it took a few months to get the concept “ready” by the end of 2013, but by then we had made plenty of iterations. Our lack of experience as indies (let say in “making a commercial game on our own”), plus the fact that we weren’t always working full time on it, led us to this very long development cycle. A lot of things have changed and/or evolved along the way, such as the controls, the level design or the art direction. Splasher has been experimental for a very long time before going to full production.

PS4B: Due to the game’s nature, are you considering releasing any additional content for the game either as free or paid DLC?

Not right now but the door is open, so who knows…

Splasher 2

PS4Blog: And that’s all the time we have for today. Is there something else you’d like to add before we go?

No paint no gain!