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of expertise we tried to move to mobile, we released a few games and some of them were well received. However there is a very specific type of development that exists on mobile. Everything is about metrics and numbers. You basically need a team that is 70% marketing and analytics and 30% development and creative. That’s not what we wanted to do. It was at this point that we realised something had to give. We needed to either do something radical or go full speed ahead on the mobile front. So we said, screw it, let’s make a game for us, a hardcore game designed for PC/console and let’s all do it and to hell with the consequences. This was a reckless decision, but one that’s thankfully paid off. How did you come up with the idea for Dead Cells? Dead Cells started out as us trying to do what we did best. It was supposed to be the spiritual successor to Die2Nite. So it was going to be web/mobile F2P and have tower-defense and co-opetition (yes that’s right) mechanics. You’d play online with real people and try to defend against waves of zombies doing what you could to stay alive. The problem was that it looked good non paper but we couldn’t make it work. However we liked the universe and the idea, so we turned it into a solo PC/ Console tower-defense/action-platformer type thing. Again we really struggled with the Game Design (GD). At this point a little new blood in the team brought new ideas and eventually culminated in the decision of “screw this let’s do a game for us”. That was in December 2015. From that moment on we started from scratch, We kept the universe, but we changed the GD completely to a rogue-lite/metroidvania. Well it was more iterative than that, but we really took ownership of the hardcore side of the game. pervasive, because it colors all of your instincts without you realising it. So really having to reprogram ourselves. The next issue would be team size. Steam is a tough market these days. The bar has been set really high and if you want to be able to survive as a studio you really have to be looking at making a top 5-10 game in a certain genre. This means quality, particularly in the mechanics and the art, having one Game Designer and one Art Director who are supposed to do it all… That requires real support from the team and even financial risks in employing new people to take up the slack. Next and one of the tougher ones is the indifference off gatekeepers. If you work at Sony or Kotaku or whatever, you’re looking for the next hit, you see hundreds and hundreds of pitches a year so you’re looking for something spectacular, something that stands out. When your pitch is “2D pixel-art rogeVania with souls-lite combat” you get a whole bunch of “meh” in response. Gatekeepers don’t really care about what has worked and anyone trying to take that and make something new with it, they want something new and shiny. So that was a big risk and we knew that from the start. We really had to punch above our weight to make that work Dead Cells has a really strong pixel art style. Was this the intention from the beginning, or did you experiment with other styles? No that was the intention from the beginning. We wanted to have the oldskool retro thing going on, but then we also wanted, 3D lighting, modern shaders, fancy FX and particles… So that’s what we planned for. Thomas, our Art Director, realised that being alone, animating and doing everything wasn’t going to be possible, so we designed a 3D workflow. Then it was an iterative, collaborative process with all the members of the team constantly playing the game, testing games in the same genres talking about them, ironing out wrinkles we didn’t like and just going over and over it until we have what you see in front of you. All the characters are 3D models rendered in pixel art. This means that if we want to change the feeling of a weapon by changing its timing, we can. Tom just redoes the 3D part and exports the new animation to a sprite sheet, instead of having to start from scratch all over again. What are some of the challenges you’ve had to overcome working on Dead Cells? This is what gives us that “wow” effect when you hit the Ramparts for the first time. It’s all 3D lighting that we’ve built from the ground up, iterating over and over until we had something that we really thought was going to make people happy. Old mentalities. We had 15 years experience doing one thing, that takes a while to get over. It’s kind of www.eliteonlinemag.com 177