

I believe that there’s some truth to that.


Likewise, chances are that if it feels like a drag to make, then odds are, when people play it, the game may feel like a drag to get through. However, we were starting to get a little burnt out creatively, and as a studio, we try never to do anything that we don’t have a genuine creative desire to do because I think that if you’re not excited about making the game, it can feel like a drag. We still loved the IP and wanted to do more in that world with those characters. So creatively, we just wanted to do something different. First, we spent five years on Darkest Dungeon, including DLC and expansions. Question 3: What made you want to change the gameplay loop from Darkest Dungeon 1, as the change is quite drastic?Īnswer: We’ve been getting this question a bit, and we knew the change would be controversial or unconventional. But we managed to get it over the finish line, and it worked well. I was down to my last 5,000 bucks when we launched the game.įrom a personal perspective, that’s terrifying when you have a mortgage and everything else. So with each stage, we gained a little confidence that Darkest Dungeon, the first game, would find an audience. Then we tried to build anticipation for a Kickstarter campaign, which went well. So, we just moved through stages with the game. We didn’t have any financial investments. We just dove in on the idea and did a mock gameplay slash teaser trailer and put that on YouTube first to see if there was any interest in what we were planning on doing because we were both in our mid-thirties and lived in a position where we were going to have to sacrifice everything we’d earned in our careers if we wanted to give this a proper shot. I already had one kid, so it would be unrealistic to try anything risky at that point in five or ten years, so it was more or less now or never. I had just gotten a decent tax return, so if I was ever going to try anything on my own, now was the time. Then, after talking one day, everything just lined up. I spent a year working on a cartoon show to try it and freelanced for about two years, just doing stuff for games, workshops, and commission-based work.ĭuring that time, I met Tyler Sigman, who became a good friend of mine, and we talked about maybe doing something together. I got a job here as an artist I got a job over here as a lead artist, the art director, and so on. I’ve been working in the industry for about 15 to 16 years, just in different capacities in the game industry. But I pitched a small platformer game to a studio and got a job with them, which worked out. So I finished my programming degree and had to look for a job. Question 2: What is your background in gaming, and where did you get the idea to start Red Hook Studio?Īnswer: Well, I did an animation degree 20-plus years ago, and I didn’t like animating, but I always loved drawing and doing textures and models. It would be stressful if you spent all your days killing, trying to find food, and surviving. The entire hook of the franchise is about the mental toll that adventuring would theoretically take. We punish bad decisions in the game, so people can find it quite difficult and frustrating, which is part of its charm.ĭark Dungeon 2 is a rogue-lite in its structure, where you do repeated runs with the same party and work through five-story bosses, upgrading things along the way and struggling to survive. We talked about many things, and it was a genuinely fantastic chat, so without further ado, grab a coffee, tea, or whatever you want, and let’s start with our interview with Chris Bourassa.Ī Sharp Sword & a Stronger Chat Question 1: How would you best describe what Darkest Dungeon is to people who have never played any game from the series?Īnswer: Well, Darkest Dungeon is a gothic turn-based RPG.
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This interview with Chris gave us a better understanding and the ability to peek behind the curtain to fully understand why the team decided to take the game in this direction and discuss the difficulties and challenges they faced during the sequel’s development.įurthermore, Chris enlightened us about some aspects the team enjoyed during their time on the series and even explained how they managed to get legendary voice actor Wayne June to narrate the games. Pillars of Eternity 2 Companions Menu Toggle.
