Psycho Coded
⊹ ࣪.⋆~⊹₊⋆⁺₊⋆ ☾⋆⁺₊⋆✩࿐
M.E.A.T.S
(Isabellie Konty, Seth Royston, and Miles Esguerra.)
For Project Studio
Ellie's new game is live! But... the devs aren't...?
Interview:
✧In one or two sentences, what is your game about?
Game developers are tough to work with, so just kill them and stitch them into new developers that will actually listen to you *and* do their work!
✧What was the inspiration of the game? What made your team decide to make this game specifically?
This game was born a few weeks into the fall semester of Capstone just after Isabellie finished reading 'American Psycho.' It was as much a reaction to the atmosphere of the Capstone class as it is a critique of the game development process as a whole. Everyone on our team was starting to feel disillusioned with the idea of making a 'dream game' or that perfect project to end our senior year and we were all entertained by the idea of a dark comedy that satirized our experiences, and the experiences we foresaw in our futures.
✧Were there difficult moments when developing the game? What led to those difficult moments? What did you learn from it?
Scope is a problem in every game, of course, but for us it was a huge issue through the second half of this semester. All of us were also working on projects in Capstone, and we severely underestimated the time we would be able to dedicate to this project. On top of this, several circumstances beyond our control -- we were severely hit by the cold season, for one thing -- led to us taking a lot longer to hit our goals than we'd have liked. This goes to show that especially for a small team, we should try to account for issues like this from the get-go.
That being said, we were still able to present a complete (if slightly truncated) version of our original plan for the central game loop.
✧Talk about your teammates! What was everyone’s role?
Each of us on the team have complimentary skills - Isabellie mostly worked on the writing and overarching game mechanics, Seth was the main system programmer, and Miles was the lead artist and project manager. This, as well as the fact that we all share the same brand of home-brewed insanity, meant that we work very well together!
The design process itself was highly collaborative; whenever any of us had an idea for a mechanic or a system for the game, we shared it with the rest of the group, where it was immediately workshopped and decisions were made altogether.
play this game on itch.io
Tumblr: psycho-coded.tumblr.com
@psycho_coded
@psycho_coded