![]() ![]() What's one piece of advice you'd offer other developers when it comes to successfully combining puzzle design with a story?įorm a coherent story that reflects the puzzles, implement and iterate/polish it many times. The themes that Talos touches are in a way very classic, so we selected environments that would match that feeling. In my world, they stand for beauty, roots of intellectual thought and mystery. Personally, I was always in love with the old civilizations, like Egypt, Rome, etc. There is something about The Talos Principle that feels very classic: What were some of your influences in creating the world? They were very experienced, skillful and passionate during the production. The previous skills and experiences that those guys brought to the table enriched Talos in many ways. ![]() Did the heritage of their very different respective projects come to bear on this game?įirst of all, I would like to say that we greatly enjoyed having Tom Jubert and Jonas Kyratzes on board. You had a lot of talented collaborators working on the writing of the game. There are many themes addressed in The Talos Principle, but it deals mostly with issues of transhumanity, philosophy, religion, history and future, achievements of humankind, and what it means to be human in general. What would you say are some of The Talos Principle's main themes? The number of people involved in production grew over time. It took us a little bit less than two years from the beginning of the project until the launch day. How long did you spend working on the game? Besides Serious Editor, for 3D modeling/animation we used many other applications, 3D Studio Max, Maya, Modo, Blender, ZBrush, PhotoScan. It allowed us to rapidly develop concepts and production itself. To develop the 3D assets used in The Talos Principle, we primarily used our own proprietary editor, Serious Editor. That game shows most of the creativity that we were holding back for decades. With the success of Serious Sam 3 and a stream of lucky coincidences, we ended up working on The Talos Principle. We always knew that we are not a one-trick pony team, that we are able to create great games that are not first person shooters, but somehow conditions never allowed us. Being a game developer is a is a dream come true for me. Since then, I work every day on something that is beyond interesting. It was a puzzle game, on a machine called the ZX Spectrum. I created my first game in the late 1980's. Huh, how do I start? I have been making games since the dawn of the era of personal computers. What's your background in game development, and what inspired you to create The Talos Principle? ![]() As part of our annual series of interviews with Independent Games Festival nominees, we caught up with Croteam's Davor Hunski, the game's lead designer. The acclaimed sleeper hit is up for both the Excellence in Design award and the Seumas McNally Grand Prize (plus an honorable mention in the narrative category), and developer Croteam will be giving a postmortem on The Talos Principle - and reactive game development - at this year's GDC. ![]()
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