[PS4Blog.net Interview] Serenity Forge On The King’s Bird
We’re working on a review for The King’s Bird, so I got in touch with Serenity Forge to talk about the game’s development. Come check it out!
PS4Blog: Hi! Thank you for joining us this morning. Can you help us get started by introducing yourself to our readers?
My name is Kevin, and I’m a co-founder at Serenity Forge, the development studio behind The King’s Bird. I’m a producer and lead level designer behind the game, and I’m also involved in other titles like Once Upon a Coma, Where the Water Tastes Like Wine, and a few unannounced titles.
PS4B: The King’s Bird is ready to go on Nintendo Switch and PlayStation 4. What can you tell us about the game?
It’s a great game if you’re a fan of speedrunning and figuring out how to navigate through levels in the fastest way possible. The unique momentum-driven physics that we’ve created for the game creates a ton of possibilities, especially when coupled with the gliding mechanic!
PS4B: Are there any differences between the version that will release on consoles in a few weeks and the version out on Steam?
We’re making sure that the versions are all as close to each other as possible. Content-wise, both the consoles and Steam versions are getting 13 new DLC levels for free!
PS4B: With the game now set for its console release, are you currently working on a new project?
We’re working on another project that we’ll be revealing around this year’s GDC/PAX East! There’s also a few more projects early in the works that we’re extremely excited about.
PS4B: Once again, thank you for taking the time to do this interview. Is there something else you’d like to add before we end this one?
I want to thank everyone who’s helped us bring this game to life, including our fans, other developers who have given us advice throughout the years, and Graffiti Games! This game is just the beginning for us, and I can’t wait to show everyone what we’re doing next.