We’ll be working on a review for Glyph, so I got in touch with Bolverk Games to talk a bit about this release. Come check it out!
PS4Blog: Welcome! Thank you for joining us this morning. Can you please help us get started by telling our readers a bit about yourself and your work?
Morning everyone. and thank you for the invitation! My name is Rasmus, and I am employed at Bolverk Games, a company consisting of a team of young and passionate game developers. Since 2016 Bolverk has been involved in several game productions, mainly focusing on VR development. Glyph is our first attempt to break the mold and release one of our games to a wider audience outside the VR domain.
As for my work, my main focus for some time now has been the game Glyph, a new 3D platformer for the Nintendo Switch. A fellow colleague (also named Rasmus) and I help out with the many marketing aspects involved in a release like this. I am also the person taking care of most of the social media channels where I get to talk to people all day long, a part of my job I very much enjoy.
PS4B: On that note, Glyph is out now on Nintendo Switch. How would you describe the game to someone who’s never heard about it?
Good question! Our goal for Glyph from the beginning was to make a platformer where you felt free to explore and to give the player agency to develop a playing style. We think that the 3D platformer genre needed a fresh take, and Glyph was our answer.
As for the premise of the game itself, you play from a third-person perspective as a round mechanical scarab with hidden wings, named Glyph. In the game, you have to practice precision, speed, and ingenuity to collect relics and artifacts while exploring a series of highly varied, charming, and increasingly treacherous levels.
If that sounds like something for you, I can warmly recommend you to check out our trailer by clicking right here. It should fill you in on all the questions you might have.
PS4B: How long did it take to develop Glyph? Did the game change between the initial concept phase and the version we now get to play on Nintendo’s console? Were there any particular hurdles you had to overcome during development?
Glyph came out of an internal game jam and took approximately two years to develop. We had actually selected another title to work on first – called Armatory -, but as we kept trying to get people to work on Armatory, a lot of members of the studio simply kept playing Glyph. After some time, we just HAD to select Glyph as our main priority because the mechanics were so satisfying and fun!
The game first came out as a VR version on Steam back in late 2019. After that, we just kept working away at it. The version recently released on the Nintendo Switch is a highly refined version of this initial VR title, with lots more content for players to enjoy.
As for hurdles… Hmm. I can’t really think of anything out of the ordinary for this type of game production. Lots of testing, tweaking, trials, and tribulations, as is the case for any ambitious game development. I think it greatly helped that we had a clear vision for Glyph very early on, and by sticking to it, we managed to sidestep a lot of hurdles. An experienced team, of course, also helped a great deal!
PS4B: Glyph is the type of game that I’d love to see getting a physical version on Nintendo Switch, alongside an art book/design booklet. Is this something you’ve considered?
I think most game developers dream of getting a physical version of their game made these days. Seeing the game in the store next to all the other big titles. Making everything a little more “real.” But alas, with the digital revolution and the decline of retail, it is more of a hopeful dream over anything practical. Putting a game on physical media and then shipping it across the globe is simply not feasible for a studio of our size without a lot of help.
But hey, we will keep on dreaming. One day we might make it to the shelves!
PS4B: And that’s all the time we have for today. Is there something else you’d like to add before we go?
Fun fact: the name for the prototype game was RollerBall!