[PS4Blog.net Interview] Henchman & Goon On Pode | PS4Blog.net
We had a lot of fun playing Pode for our review, so I got in touch with Henchman & Goon to talk a bit about the game’s development and its Nintendo Switch release.
PS4Blog: Morning! Good to have you with us today. Could you please tell our readers a bit about yourself and your work?
Hi! Thanks. My background is actually from traditional art, but I’ve always had a strong interest in games. I’ve kind of gradually transitioned into digital art and from that into game development. Storytelling through visuals has been a passion of mine as long as I can remember, and I think that comes through in my current work as well
PS4B: Pode is ready to go on Nintendo Switch. How would you describe the game to someone who’s never heard about it?
Pode is a puzzle exploration fairy tale about a little rock helping a fallen star find its way home. It’s all about exploring the world and discovering its secrets, and use the skills and objects in your surroundings to help you get to where you need to go. We also want this to be a game where you’re not neccessarily always driven by the need to progress. Some times it’s just nice to watch the flowers grow.
PS4B: How long did it take to develop the game? Where there any big changes in the game’s design between its initial concept and the final version we’ll soon play on Nintendo’s hybrid console?
It’s taken us 3 years from start to finish. The basic idea and vision has been the same since we started this, and so the changes we’ve made are more in the line of cutting unneccessary content to keep as close to the core idea as possible. As in all creative projects you go through a phase of brainstorming where all ideas are accepted, and then it’s just about figuring out which ideas are good for the game and which aren’t. The biggest change we made may be that we were originally going for a split screen solution. This one we had to drop simply due to optimization issues.
PS4B: Austin Wintory is working on the soundtrack for the game. How did this collaboration happen?
I’ve admired Austin’s work ever since I first played Journey and was completely captured by the music. Then I had the fortune of meeting him at a small conference about 4-5 years ago and so when the time came to think about music for Pode, the first thing I did was email him and tell him I wanted him for this project. As luck would have it he really liked the concept and we got him on board.
PS4B: Are you considering developing additional content for Pode to be made available either as free or paid DLC?
We don’t have any plans for additional content right now, but who knows. If it becomes insanely popular we might have to see if we can’t make some more fun for Bulder and Glo 🙂
PS4B: Thank you for taking the time to do this interview. Would you like to add anything else before we go?
Thanks for letting me talk about Pode! I think the only thing to add is that we hope everyone has a positive and enjoyable experience with our game.