[PS4Blog.net Interview] Blindflug Studios On Airheart – Tales of Broken Wings

by EdEN, Owner

We’re working on a review for Airheart – Tales of Broken Wings, so I got in touch with Blindflug Studios to talk about the game’s development for its PS4 release.

PS4Blog: Good morning! Welcome to PS4Blog.net. Could you please help us get this interview going by telling our readers a bit about yourself and your work?

Hello there! My name is Jeremy, and I’m the Game Designer and Project lead for Blindflug Studios for Airheart – Tales of Broken Wings. My daily work mostly involves drawing concepts for the worlds we build, giving them vibrant colors or calculating hundreds of numbers in excel sheets in the hopes of creating engaging game balances for our games’ complex systems. I initially had no idea how much game designing would resemble accounting!


PS4B: Airheart – Tales of Broken Wings is now out on PlayStation 4. How would you describe the game to someone who’s never heard about it?

Airheart is a colorful, dieselpunk airplane adventure set in a world above the clouds. You aid Amelia, a young pilot on her quest of reaching the legendary skywhale in the stratosphere. Every level of the game is built on top of the last one, creating a vertical world through various seasons. But to succeed you will have to hunt flying fish, battle sky pirates and menacing drones. After bringing back your hunts and earned scrap to your base, you take on the role as an inventor to make new airplane parts and refine your ride until it (and you) are strong enough to survive the journey to the top.

PS4B: How long did it take to develop the game for its PS4 release? Where there any particular challenges or hurdles you had to overcome?

We started developing Airheart in early 2016. It took us a long time to really find our concept and art style to what it is today. Actually, developing for the PlayStation 4 has had a lot of beneficial factors to it. We always knew what the hardware could do and what controller inputs the players would use. So that helped us to optimize towards one common goal, instead of having no idea how the players would play, which was very satisfying.

PS4B: Are you considering working on some additional content for the game to be made available either as paid or free DLC?

We’re happy with the launch version, especially since we managed to get it ready right on time for Amelia Earhart’s birthday (July 24). That being said, we are currently developing some new features for the game, but those features will be some time away. We would also love to hear more from the community about the types of future features they’d like to see in Airheart.

PS4B: And now it’s time for us to go. Would you like to add anything else before we go?

Thanks for having me and a big thank you to everyone for checking us and the game out. We can’t wait for our next project on PlayStation! Stay tuned!


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