I had met Nayan from Dangen once in Osaka, and him and the rest of the team were very interested in all the things that LABS was working on, so it was pretty natural to strike a deal with them!Ĭan you tell us a little bit about your previous work in the video game industry before creating Astalon: Tears of the Earth? There is a lot to talk about, especially when you want your game to be ported and localized to as many platforms as is viable, so we just looked for the best accommodation for what we were trying to do, and ended up in the nest of Dangen Entertainment. Then THAT got roadblocked, so with the help of a programmer, Jon LePage, on the 4th iteration of the game, I was finally able to complete my work!įinding the right publisher was a bit tough – we were in touch with a small handful of publishers at first. And that didn’t fly either, so I restarted it again. I’m bad with dates, but I think I probably started prototyping Astalon at the end of 2016. I thought of a universe that was kind of a post-apocalyptic fantasy setting, where the kingdoms of the past were destroyed and buried under a nuclear desert. Thank you! So basically, some time after my previous game (Castle In The Darkness) was released in 2015, I wanted to make something new and more original. Can you give us a brief development history behind the game, and also share the process of finding the right publisher? Congratulations on the upcoming launch of Astalon: Tears of the Earth.
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