Developer Interviews | PS4Blog.net - Part 3
Elden Pixel s has a live Kickstarter campaign on Alwa’s Legacy to secure the funding needed for the game’s development, so I got in touch with CEO Mikael Forslind to talk a bit about the game. Come check it out!
PS4Blog: Hi, Mikael! Good to have you here. How are you doing today?
I’m doing splendidly! Just trying to navigate through a gazillion emails, messages, tweets, Slack messages, Discord DMs, etc. It’s been quite hectic since we launched our Kickstarter, and I’m still playing catch up. But everyone has been so kind, and the comments we’ve been getting are super positive, so everything is all good!
We’ll be doing a review for Some Distant Memory on Nintendo Switch, so I got in touch with Galvanic Games to talk a bit about the game.
PS4B: Hi! Welcome. Could you please help us get this one started by telling our readers a bit about yourself and your work?
We’re Galvanic Games, a small indie developer studio in Seattle, Washington. We consist of about eight people, all extremely passionate about games and contributing to the indie scene.
Our previous games include the sacrificial cultist party game Gurgamoth, the Cyanide & Happiness battle royale Rapture Rejects, and Questmore, a fantasy hero management game. Some Distant Memory will be our first story-driven game, and our second Nintendo Switch release!
We’re doing a review for House of Golf on Nintendo Switch, so I got in touch with Atomicom to talk a bit about the game. Come check it out!
PS4Blog: Welcome! Thank you for joining us today. Can you help us get started by telling our readers a bit about yourself and your work?
Hi, my name is James Tyler, and I’m a Technical Designer at Atomicom. I have recently had the pleasure of working a few different projects, from a fantasy game to the recently released House of Golf! My roles included designing various systems such as the collectibles and their locations within levels, to some more intricate and (secret) prototype gameplay mechanics.
We’re working on a review for Yaga, so I got in touch with indie studio Breadcrumbs to talk a bit about the game. Come check it out!
PS4Blog: Morning! Good to have you with us today. Could you help us get this one going by telling our readers a bit about yourself and your work?
Morning! I am Cătălin, game designer and writer at Breadcrumbs, a small studio in the heart of Transylvania. Our goal as a team is making games that you can get lost in. We try to create experiences that lead you into our game’s world by a trail of breadcrumbs and then keep you there with narrative elements, aesthetics, and gameplay mechanics.
We’ll be doing a review for Vortex Attack EX, so I got in touch with KaleidoGames to talk a bit about the game releasing on Nintendo Switch. Come check it out!
PS4Blog: Hi! Thank you for joining us this morning. Could you please help us get this going by telling our readers a bit about yourself and your work?
Hi! I’m Jaime Dominguez, the sole creator of KaleidoGames. I have been working with computers for almost 20 years. I started with this studio in 2013, with some people helping a lot along the way – the musician has always been the same person, but the visual artists have come and gone.
I tend to create arcade games with polished gameplay mechanics. I have assumed it can’t be perfect, but they can get quite close! Since I want my games to be played by hardcore games and novice players, I always have a wide variety of difficulty modes so that all can play – fun for everybody!
We’re working on a review for Worbital, so I got in touch with Team Jolly Roger to talk a bit about the game’s development. Come check it out!
PS4Blog: Hi! 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?
Good morning, and thanks for having me! I’m Sasu Kemppainen, and I’m the lead designer of Worbital. I’ve been working as a game designer at Team Jolly Roger since 2013. My best-known project before Worbital is Interplanetary, a turn-based artillery strategy game set within a kind of a hard sci-fi-ish backdrop. Before joining Team Jolly Roger, around the time of the company’s formal inception, I, like most members of the team, graduated from the local polytechnic’s game development studies.