good evening Good Morning.. I’m sorry … I’m very accustomed to the standard greetings used by the people of the small Norwegian town of Sundae, where the Nine Witches: Family Disruption will take place on PS4 this Friday.
To adhere to educational protocols and etiquette, I must first introduce myself. My name is Diego Carnepa. I’m making a video game. I’m from the past. From the time when the Atari 2600 dominated the world and the arcade was AAA at the time.
I started working on video games at the age of 12. My first computer was the Timex Sinclair 1000 with 2KB of memory. Then TI-99 / 4A. And to end the era, the Commodore 64 — before the arrival of all generations of PCs.
The Commodore 64 has brought many unique games with previously unknown mechanics, such as my favorite genre of adventure games. Maniac Mansion, Zak McKracken and Alien Mind Vendor, Indiana Jones and the Last Crusaders, Ultima I, II, III have taken all my growing attention and created these types of video games for more viewing Increased my desire to share with others.
I have been working in the video game industry for over 25 years as a game designer and creative director. After designing over 140 games (web and mobile) and gaining years of experience, it’s finally time to realize your old dreams. It’s about creating your own video game for the console. One day, I decided to start my career as a freelance developer.
Creating an “indie video game” is a very personal and purely artistic process. I believed that the ideal team would be one team. It’s not for selfishness or selfishness, but for creative self-inquiry. My first idea was to do everything myself and try to form the core of the game.
The first thing I asked myself was “what I can and cannot do”. To define it, I first needed to know “what’s in the game and what’s not”.
It was hard for the team to start from scratch, but for the time being I threw all the rationality out of the window as I had to experiment and experiment with the different things I saw in the adventure game genre.
While writing the story, I was split and wanted to focus on the overall creative process, but the other half needed the game to work from a gameplay and programming perspective. I knew there was. This first phase lasted about 10 months and created some scenarios with strict rules of simplicity, limited characters, and some basic adventure mechanics, but almost all of them. Was left in the prototyping stage.
It consumed 60% of the time and resources, and that left me with only a dilemma. Do you want to continue what you have done so far? Or do you want to throw everything away and start from scratch? As Rambo says, “What do you live for, what do you die for?” So I tried to get started again.
So I threw away all the misconceptions about what I thought was a game should “That’s it, go to hell,” he tried to tear off the chains, give the character hemorrhoids, and give the game a unique sense of humor and identity. As a clear sign that things are going in the right direction, we submitted nine witches to the independent video game festival of the festival Européendu Film Fantastique de Strasbourg (FEFFS). We won!
But this was all at the expense. Designing a graphic adventure in loneliness is complex and incredibly complex to set against the backdrop of World War II, aliens, and the supernatural! While the game was growing steadily, it was clear that our team needed more. I joined the product in search of my legendary game designer and close friend Pablo Mamone. Growing up together in high school, we shared our love for playing and designing amazing settings for adventure games.
Over the next year and a half, polish and iterate, add over 40 new interactive characters, bring new team members to the team, find publishing partners, win multiple awards, and become a pandemic. Overcame.
We haven’t had to compromise our vision all the time, so we’re very happy to finally welcome you to Sunday, the small Norwegian town where our story takes place. Join Professor Alexei Krakowitz, a Russian expatriate with quadriplegia.
A study of occult science capable of talking to the dead and his loyal Japanese assistant, Akio Kagazawa, breaks the ancient curse and puts an end to madness.