![]() ![]() I had some doubts at first about how we would be able to absorb this loss but were soon going to be pleasantly surprised when all of the artists that delivered work samples for background art came up with fantastic results. ![]() Due to scheduling conflicts with his own, current company Beardshaker Games (great guys, check them out here: ) he was unable to return. TK: We were fortunate enough to get pretty much everybody we needed and wanted to work on the game, to join our team. One of the biggest changes probably was in terms of background art where we unfortunately weren't able to get Michael Benrad to rejoin the team - he's the main artist concerning the backgrounds for ALL of the previous Deponia games. GS: Were you guys able to bring back all the voice actors, artists, writers, designers, etc.? How important was this to the team? If not, how did you guys navigate the gaps? And I was actually really impressed just how fast he and Rene (the other Deponia Game Designer we had on board this time around, former member of the Harvey's New Eyes team back in 2011) were able to create the main story plot that revolved around Rufus travelling through time, making this game more of a "parallel-quel" rather than a prequel or a sequel. The minute he presented that concept to us there was no doubt in my mind that this was the right way to go. This shows you what kind of a fantastic designer Poki really is, being able to create something amazing under that kind of pressure. Poki is a fantastic author and a great artist, and we believed that he will come up with something great. We simply challenged Poki with the task of coming up with a new and exciting installment to the series. TK: The decision - as stated above - was pretty much one that Carsten and myself made. ![]() GS: That is some pressure to step up to! When you guys finally decided to move forward with a fourth installment, what was the initial focus? What was the key that let you know Doomsday was a go? There were already three games out there that have an average of 90% user score on Steam. And of course we would have to meet certain expectations when it comes to scope, graphics, writing, and so on. We had to go from having absolutely nothing to a finished game within just barely one year. This gave both Poki and me quite a challenge. And, of course, there were certain restrictions on scope and money, all that. Poki soon warmed up to making a new Deponia game, and towards mid-March he already had a basic outline of the chapters of the game and how big they would be. Carsten’s requirements for this game were quite simple, actually – the game needs to come out in March 2016. However, we saw that some people in the community were asking for another Rufus story – and of course the ending of Deponia 3 ( Goodbye Deponia) was always a point of controversy. I was busy working on Anna’s Quest at the time, and Poki was overseeing creative direction of all studio projects as well as working on a new concept. TK: It was in February 2015 when Carsten and I first discussed the idea of doing another Deponia game. What were some of the conversations behind-the-scenes that led to Deponia Doomsday? ![]() GameSkinny: Last time we spoke, both yourself and Jan "Poki" Muller-Michaelis insisted that Deponia was just a trilogy. We had a chance to sit down with Daedalic Entertainment's Producer for the Deponia series, Tom Kersten (TK), to talk about what happened to bring the series back, the challenges of reviving a series that never really died, and what's next in store for Rufus & Co. ![]()
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