We’ll be working on a review for Warp Frontier, so I got in touch with Andrew Goulding to talk a bit about the game. Come check it out!
PS4Blog: Welcome! Thank you for joining us this morning. Could you please help us get started by telling our readers a bit about yourself and your work?
My name is Andrew Goulding, and I’m the Director of an indie game developer called Brawsome, based in Melbourne, Australia. I’ve personally been developing games for nearly 20 years, in many roles, but mostly engineering. I’ve lived in the UK and the US, but am currently in Australia, which I call home. I started Brawsome in 2008, and since then have released three games, the latest of which is Warp Frontier! Brawsome focuses on story-heavy games, including the pirate dog adventure Jolly Rover and werewolf puzzle adventure MacGuffin’s Curse. Up until Warp Frontier, Brawsome focused on comedic games, but Warp Frontier is Brawsome’s first foray into a more serious title.
PS4B: Warp Frontier is now ready to go on Nintendo Switch. How would you describe the game to someone who’s never heard about it?
Warp Frontier is an Aussie cop drama in the package of a 2D point and click adventure game.
In the year 2215, orbiting humanity’s newest extrasolar colony, Police Captain Vincent Cassini is patrolling the orbital slums of his home planet Cetus when he stumbles across a lead in a war crime that resulted in the mysterious disappearance of thousands of Cetans, including his first wife and best friend. Captain Cassini and his robot partner MAC must ally with morally questionable characters to stop an old enemy before their crimes are erased forever.
Players solve puzzles in point and click adventure style and navigate Vince’s relationships with his family, allies, and enemies. The decisions you make and the order in which you undertake tasks result in varying outcomes each playthrough, potentially costing the lives of thousands. Your actions ultimately decide what type of father, partner, friend, officer, and savior Vince will be.
PS4B: How long did it take to develop Warp Frontier? Did you run into any issues or hurdles you had to overcome during the process?
I developed the story for Warp Frontier over about six months in 2012. Then after a series of twists and turns, which included living in the US for four years, I found myself back in Australia in 2018 and considering whether I was going to develop another independent game again. I spent about six months prototyping, building a team, and trying to find funding before I settled on the team and decided to self-fund in mid-2019.
The entire team changed as I found the right people to work with, then most of the world went into lockdown, so I’ve never actually been in the same room as anyone who’s worked on the game. The team is spread out in Australia, Norway, and the UK, and I worked with voice actors from Australia, New Zealand, the US, UK, and Serbia. All up, development to this point has taken me three years part-time, plus another six months part-time writing the story. I would guess it would have taken 18 months to 2 years if I were doing this full-time.
PS4B: Are you considering bringing your other games to the Nintendo Switch?
I am considering bringing MacGuffin’s Curse to the Nintendo Switch. I think that’s probably the best platform for that game. I don’t know about a timeline or whether it’s possible at all. I want to bring Warp Frontier to Linux and Mac and may also consider some localization before I start looking at what to do next.
We’re working on a review for Warp Frontier, so be sure to stick around at PS4Blog.net!