Many people put magic and reality separately, but there are also places like theaters that try to cultivate. Despite all the magic achieved on stage, this is not the most popular setting in the game.With this in mind, the developers of Punk Notion have worked hard for a long time to do it. Chardish’s last show.. In the game released in November of this year, we managed to talk to the two brains behind the curtain. As with all performances, this digital theater spectacle has enough layers.
So sorry about the wording, who are you and what?
Mateus: I’m Mateus Mower, one of the lead designers of. Mr. Chardish Although I focused on programming and mechanics.
Marcin: I’m another lead designer, Marcin Sordyl, who mainly worked on level and puzzle design.
Thank you. Let’s dive: What is Chardish about?
Marcin: From an early stage, I wanted to make a game that consisted of many small games. The idea was to put players in different situations, like puzzle pieces, that stay connected to each other. You see, we are artists and wanted to make games about different kinds of art and all the people behind it. The theater can be so many different things that it serves as a great place to showcase all the different mini games and “glasses”.
It’s cool. Is there any other reason why you started making games like this?
Mateus: One of the games we really admire Edith Finch Wreckage.. We wanted to capture how the different challenges and puzzles all feel like ours, but still feel part of the same big picture. This is why it makes sense because the theater is the gateway to different worlds.
Marcin: Yeah, and the way actors seamlessly transitioned between so many worlds and engrossed in materials has driven us to make connections between eyeglasses as well.
ICYMI: Chardish’s last show Review
How long have you been working on all of this?
Mateus: From concept to release? Maybe … two and a half years.
Marcin: Yes, much of it was spent on brainstorms and discussions. It started out as very different, but nevertheless wanted to build interactive storytelling by extending the story with emotional gameplay based on the character’s emotions. We spent a lot of long days and nights doing a lot of intermediate work, as the characters have different shows.
Mateus: We also had a lot of discussions with theater people from various artists to get as much feedback and insight as possible.
Wow, that sounds intense. So what is your deal with the character, Chardish?
Mateus: Mr. Chardish is an incredibly ambitious perfectionist who tends to push people very hard. However, he is also a very charismatic and energetic person, presented in a way that makes it look good to be around. That said, it’s quite different when I’m at work … I hope you can play this game and discuss whether he’s a really good person.
Oh, it’s funny. What was the biggest challenge during development?
Marcin: Yes, I think there were at least two. The first was the problem of trying to implement VR graphics. This is because there are no examples to learn and it was difficult to incorporate it into the proper pipeline in real-time gameplay. The second was the problem of eyeglass design. Specifically, the question was how to integrate them. We want players to jump in easily and still make each play meaningful to each other.
I understand. What is your favorite part of the game if you have to choose?
Marcin: Oh, it’s hard to answer without ruining anything. Well, especially the conversation between the two characters is a lot of fun, but I think my favorite is the final sight of the game. I don’t give it as a gift, but I feel that it adds color to the world.
Mateus: I’m definitely a sight of “anger”. Many glasses are metaphors of the various emotions and emotional behaviors that a person may experience. I also love the “Ascension” spectacle, as well as the architectural design of some of the references and settings contained throughout. Also, I think the audiovisual combo of music and gameplay is great. Ah! And the second sight … it has a robot.
Great, thank you for sharing! Is there a final word to conclude this?
Marcin: We hope that players will find one or more relevant things in the story and change accordingly.
Mateus: I really want people to play this and share what they thought and felt about it. If it changed them, I would love to hear how it happened. fundamentally…
both: Was it worth it?
Chardish’s last show Now available on PC, preferably in future consoles. If you want a showcase at home, pick up your controller and opera glasses and get ready for the theater night. When the spotlight hits, we aim to shed light on the emotional stories that take place on stage and off.