[PS4Blog.net Interview] Brain&Brain On Burly Men At Sea

by EdEN, Owner

We had fun playing Burly Men at Sea for our review, so we got in touch with indie studio Brain&Brain to talk a bit about the game’s development.

PS4Blog: Hi! Welcome to PS4Blog.net. Thank you for joining us. Could you please get us started by telling our readers a bit about yourselves and your work?

I’m David Condolora, co-founder of Brain&Brain, and programmer of Burly Men at Sea. Brain&Brain is a husband-and-wife studio made up of myself and Brooke Condolora, who wrote Burly Men at Sea and did all of the art and animation. We’ve been making games since 2012.

PS4B: Burly Men At Sea is now available on PlayStation 4 and PS Vita. How would you describe the game to someone who’s never heard of the game?

Burly Men at Sea is a story-driven adventure about a trio of large, bearded fishermen in early 20th-century Scandinavia. The game casts the player in the role of storyteller, and you shape the narrative through a unique, draggable viewport and your interactions within it. It’s somewhere in between a point-and-click adventure and a visual novel, with a replayable story that responds to your actions.

Burly Men at Sea

PS4B: How long did it take to develop the game? Where there any considerable changes or challenges for taking the game from initial concept to the version we’ll be playing on Sony’s consoles?

From beginning to end, Burly Men at Sea took two years to develop. When we decided to bring it to PS4 and PS Vita, the main challenge was getting the controls just right. It had been designed for mouse and touch, and we wanted to make sure it was just as easy to play with a controller. We even supported the DualShock 4 touch pad and the PS Vita touch screen, so you have multiple ways to interact with the game.

Burly Men at Sea 2

PS4B: The game has been designed to favor what, compared to most releases, could be considered short gameplay runs. What prompted you to take this path?

The game has a branching storyline and is designed to be replayed, so we decided that each playthrough should be fairly short, something you could complete in one sitting. Most games with branching stories that I’ve played I’ve been hesitant to play more than once, as it would take many hours to do so. But because Burly Men at Sea’s sessions are so short, it encourages experimentation. It makes it easy to come back tomorrow and say, “What would happen if I tried this?”

PS4B: And now that the game has been released, what new project are you working on? What can you share about it?

We have multiple projects in development, but we’re not ready to announce anything just yet! We have posted a number of teasers on our Instagram, so that’s a good place to get a hint of what we’re up to.

PS4B: Once again, thank you for your time. Would you like to add anything else before we go?<

We are very glad to have been able to bring Burly Men at Sea to PS4 and PS Vita players, and have felt really welcomed by the community. Thanks!

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