The Indie Game Magazine April 2015 | Issue 48 | Page 16

kowski), Maya and Michaell Bakalars, are all industrial designers with professional backgrounds that include Exhibit, Point-ofPurchase, and Experiential Design. We’ve each had to work at breakneck paces for the last decade… 30 years of design experience total. These fields don’t allow for a designer to take a week to model and texture a table, or chair, or whatever other game prop may exist… they allow for only a couple of hours. We’re comfortable with the typical design project that lasts between 4 days and 3 weeks- so what I’m saying is we are very fast, very efficient, and very good at what we do. Unlike traditional game designers, industrial designers are tasked with almost projectmanagement positions; we innovate, ideate, design, present, and manage the production elements throughout a project’s life cycle. Our day jobs are intense and extensive, and it’s taught us quite a bit. Framerates became miserably low and we were unsure of how to remedy the situation in May of 2013. Optimization is one thing, but we wanted our characters and world to be amazing… we wanted the terrain to be awe-inspiring. We wanted water to look and feel like, well, water! Unfortunately these effects are just outside of what we felt Unity 4 could provide on a console or common-range gaming PC. So we held off. Fast forward to March of 2014 and Unreal Engine 4 makes a debut. We had dabbled with UDK in the past and knew that the technology was insane (in a good way), but for one reason or another never perused that engine for The Lost Pisces. But Unreal Engine 4 was something special, and we began the long journey of porting our art into that engine. The fact that Unreal can handle such a gigantic breadth of things well, from massive terrains to realistic foliage, to their incredibly robust IGM: You’ve been working on The Lost Pisces blue-print visual-scripting system, has given three years now, and originally intended to us the confidence that we can deliver the launch a Kickstarter in May of 2013. How game we’ve always envisioned. has the game evolved over all that time, and IGM: Pisces partially described as a “shooter.” what makes now the right time to lay all the What else can you tell me about the game’s cards out on the table? combat mechanics, and how they’ll evolve Rutkowski: the time we were using Unity over time? to build the game, and while we love Unity Rutkowski: ’s just the easiest way to describe for specific reasons, we weren’t confident it until we release game footage, I suppose. that we could provide a stellar experience The game is set in first-person perspective, using it. We were able to prototype all of the as this makes the most sense when it comes original ideas for Pisces, with Kinect-enabled to interacting with your female companion, learning AI and such, but when it came to a Pisces. I don’t know if I would define it as a visually-stunning world, it was insanely dif“shooter” in the sense that shooters are usuficult to maintain a consistent experience at ally focused only on that… shooting things. a decent framerate. Unity can do an amazing There’s not a whole lot of that in The Lost amount of things, and can look outstanding Pisces,actually. The game is an adventure when you purchase enough of the communitythat pits you, the gamer, against massive created plugins that provide better and better machine-like gods that are next-to-impossible lighting and AI effects. But it comes at price. 16 The Indie Game Magazine to destroy. There’s usually only one way to “kill” the god, and it involves plotting and discovery elements to find the appropriate weapons and methods required to fulfill that goal. IGM: As Pisces becomes more “human,” she loses some of her more powerful abilities. Growing weaker as gameplay progresses is typically the exact opposite of what most players expect when experiencing traditional games, which serve as power fantasies. How does the team plan to empower players, or at least offer them a sense of positive progression, as Pisces grows weaker? Rutkowski : Another good question! From the perspective of an RPG, it could certainly be perceived that we’re doing the exact opposite of what is a proven formula for engaging the gamer. The whole project is unorthodox, I suppose. But we’re not really building an RPG at all. The fact that Pisces becomes more and more human over time is just a different twist on a gameplay mechanic that everyone is familiar with: As a game progresses, we expect it to become more challenging! Stage 5 is usually more difficult than stage 2. Likewise, the enemies you en