![]() ![]() ![]() However, what was most difficult for us was not a part of the development phase, but what came before it. The feeling that kept us going during the development of SSTFE was back – we loved playing Talos and we felt others will like it too, and it turns out we were right.Ĭhase: What was probably the biggest challenge to working on The Talos Principle?ĭavor Hunski:The challenges of developing The Talos Principle aren’t all that much different than challenges during the development of any other game. However, we just wanted to make a game we believed in, and that’s exactly what we’ve done. We had our dreams, of course, every developer does. Those initial puzzles later became the backbone of The Talos Principle.Ĭhase: Did you expect it to become a critical darling and a cult hit?ĭavor Hunski: To say we were expecting for Talos to be a big hit it is today would be arrogant. But they were very fun to play and design, and the thought of designing another totally different game crept in. ![]() One thing led to another and we soon had this crazy interesting idea of combining philosophy, advanced AI and Greek mythology.Īround the same time, we started prototyping some puzzle mechanics for a future Serious Sam game, which turned out to be more complex than we initially wanted them to be. It was a regular day at the office when we started discussing random stuff which included religion and philosophy. The inspiration for The Talos Principle, however, came out of the blue. Their passion, vision and core values match our own, so working together feels really good.Ĭhase: Now, when did you decide to explore The Talos Principle as your next (at the time) original IP?ĭavor Hunski: In a way, puzzle games have always been an integral part of our being, as we have actually worked on a small puzzle game in our early days. What made Devolver Digital the definitive publisher for you, going into Serious Sam HD and beyond?ĭavor Hunski: Our relationship with Devolver Digital stretches to the very birth of that company, and we’ve been working with key Devolver people even before their time, for as long as we can remember. Who doesn’t like blowing stuff up after a hard day’s work? It helps that Serious Sam is a game that can be enjoyed by virtually anybody. As with anything, if you put enough passion and work towards something, and you have that tiny bit of luck, you’ll make it. Would we like to explore any of them in the future? Never say never, but right now we’re 100% focused on Serious Sam 4.Ĭhase: What made you the successful studio you are, creating an iconic first-person shooter franchise that’s lived since the PSX days?ĭavor Hunski: We owe our longevity above anything else to our passion, as we’ve stuck with our vision and ideas through thick and thin. In an even more ancient part of our history, we were working with other developers on smaller Amiga games and TV games. We also made a sequel to that game, called Five-A-Side Soccer. Before Serious Sam and The Talos Principle, there was Football Glory, a great football game that set the foundation for Croteam as a professional dev studio. Fun fact, during this time our original lineup has kept mostly unchanged, so I guess we’re quite unique in that regard.Ĭhase: Before The Talos Principle, what were some other non-Serious Sam games you’ve worked on? Are they games you would like to explore again in the future?ĭavor Hunski: Serious Sam and The Talos Principle are games that made Croteam into what it is today, but as you suggested, they are not the only games we have made. Chase: How long have you been around as a company?ĭavor Hunski: Last year, Croteam has celebrated its 26th anniversary, which makes us the most experienced (nobody likes to be called oldest) game-dev companies in the region, and most definitely in Croatia. ![]()
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