9 months ago - ROCKFISH Games - Direct link

Transcript (by Youtube)


7s how did it
8s start well actually U and I we go back
11s to 2000 this is when I brought U on
14s board it was even before the previous
17s studio and uh we were about to make a 3D
19s online space and we needed an architect
21s to build that and U came along really
24s getting into games I think this was in
26s the early 2000 with our previous Studio
29s this is when 3D Mobile gaming became a
31s thing and then U was already part of the
34s team we added a few more talents from
37s the local um universities here in
39s Hamburg Germany and then we had our
41s first small team making 3D mobile games
43s and what's remarkable it's like pretty
45s much everybody from this very initial
47s team is still with Rockfish games um and
50s uh over the time we really forged this
53s team and you build up the LGE everybody
55s knows each other so they're really good
57s working with each other so they know
59s their strengths and their weaknesses
61s right and I think this is this is
64s probably the strongest asset that we
66s have in our company that we have this
68s this veteran team and then every now and
70s then new people are joining like new
72s talents make sure we get some fresh
73s blood into the team and fill the gaps
76s when somebody um yeah either some people
80s uh bring new um technology or experience
84s to the table it's really that the team
86s that's the core that's the strength of
88s our studio what actually changed was the
90s complexity of the games over the years I
93s remember back then when we started with
94s the mobile games we were able to launch
97s I think what four games in six months
100s roughly and um of course with different
104s teams for different uh games and maybe
106s one team for a game was maybe one person
109s or two or three and I remember back then
113s I was like writing a design document I
115s was uh doing all the level design all
117s the 3D modeling myself and and all the
120s character design myself and I had maybe
123s one game designer or one programmer
125s basically sitting next to me and then I
128s was also making all the UI elements and
130s everything basically and maybe a
132s production time of two or 3 months um
134s and now it's like what is it 5 years 6
138s years or a whole series like a space 10
140s years I mean that's a remarkable
142s difference all in all it's still um
145s follows the same principles yeah some
148s people in the some voices in IND we're
150s making the same
152s games over and over for 20 years now
154s which to a certain degree is kind of
156s true yeah so space combat uh game galaxy
159s fire that was the first one that really
161s um stuck with our audience but it really
164s goes all the way back to the early 2000
166s because when when you were on these
167s mobile phones uh that was even before
169s the iPhone you couldn't do much so this
171s is why we came up with this um you have
173s just a Space Fighter then there's a sun
175s some asteroids and some pew pew some
177s nice explosions and we really haded to
180s F tune the controls to make these very
183s accessible intuitive controls to work
185s this on a numpad on your Sony or your
189s future but but we also learned is to how
191s to work
192s efficiently I think I mean this is
194s really crucial this is what we learned
195s back then because I mean people often
197s ask us well this is like a how big is
200s your team and they're always surprised
202s that it's just like maybe what 30 people
205s doing all of this and I think that the
208s efficiency like um in
210s uh Team organization um production um
215s and yeah basically um um how much sense
219s makes this and and and that element in
222s the game um so yeah the the
226s meaning create meaningful content in in
229s little time and I think this we we learn
231s from from very beginning and this is uh
233s still our yeah strength I would say yeah
236s and this made us India after all and of
238s course we have to I mean as an
239s independent Studio without any investors
242s thank god without any Publishers
244s breathing down our neck yes we have to
246s make sure that we get along with the the
248s money that we earn so basically always
250s have to make sure that the lights uh are
252s on and then we just make one game after
256s the other we really hit our Milestones
258s make sure that we get the game out and
261s um I think this is also what really
263s helped doing Early Access so while
265s working with the community and get the
267s feedback at the same time having these
269s regular updates every three four months
271s we made sure that we work on features
274s that we don't break the game that we can
276s always ship the game so this uh think is
279s very very important and it also helped
282s us to keep our vision in check because I
284s mean you can take any game you can any
286s game idea and you can just make it too
288s big and then it takes too long it
290s becomes too costly you don't make the
292s money back so really it's I think this
294s is these uh constraints that we had in
297s back in the mobile games uh days really
300s helped us to get a vision that fits to
303s how much time do we have and how much
304s money do we have I'd say it's like we
306s are un um not very typical because
309s Christian and I the founders we're not
311s part of the development team so we're
313s not creative directors we're not game
315s design directors we're not technical
317s directors heck I I can't write a single
319s line or quote uh I get an idea what's
322s happening I do have a strong opinion on
323s Art and music but we have our experts
327s right and um it's more Christian and I
329s we manage the team
330s and um I try to predict what's hot in 5
333s years from now because this is how far
335s we throw a stone and say this is where
337s where it lends this is where we need to
339s go and then I basically leave it up to
342s the team um to to come up with a strong
345s vision and make the game right but I
347s think it's it's uh exactly that you're
349s stepping back from like the content
352s involvement as as a CEO and you you
355s grant us the cretive freedom
358s um so that we can tell what we want to
362s say you know in the game and I think
364s this goes for basically all all of
367s disciplines and all all the Departments
369s um they can bring something personal to
372s the table and it's it's respected and I
374s think that's also one of the reasons why
376s people stay with us and don't leave
378s after the project is over or after a
382s couple of years you know they they they
383s stay with us because they um they feel
388s respected but did but did ever space
391s start um way before actually with Galax
394s and fire I think U you you should take
395s on this one really I mean you you work
398s with a team and um yeah you I mean going
402s back in time to the Java times I think
404s it actually started with a cloud
406s Commander back there in our first like
409s shooter um like a flight shooter I think
413s it was and that's uh the very first time
416s we had um the shooting mechanics um in
418s our studio yeah
420s I I remember I sold that project to Sony
423s Ericson back in the day because they had
424s some marketing budget and they wanted to
427s have just games to put on on the onto
430s the Sony Ericson devices and show what
432s they can do and literally in that
434s meeting that person asked me if I can
437s come up with an idea and then I came to
439s this what was it 1942 that arcade game
442s where you start with the
444s tri blax and these kind of games we
448s could do this in 3D and then she said
450s yeah it's fine I take that and I came
452s back from that meeting and I said so we
454s have to do something like these ARCA
455s games and then they came up with Cloud
457s Commander was like I I don't know did we
459s ever did it ever go live yes it did yeah
463s okay I I okay do it did but it was never
467s preloaded it was supposed to be
469s preloaded onto the Sony Eric devices and
472s that deal fell through because they
474s rather took some license game from the
476s big Publishers instead of the game that
479s better showed what the the phones were
481s capable of so yeah but that's was the
485s first flight shooter then I think after
487s that came Galaxy INF fire 1 directly
490s right galaxy and Fire 2 on Java then on
496s iPhone
497s um and then we basically started with a
501s console development and then we wanted
504s to
505s have um a Rog light game based on flight
508s mechanics yeah we kind of wanted to so I
512s I recall when the team was pitching hey
514s let's make a linear R like SPAC shooter
516s like FTL meets freelancer I was like ah
519s I don't know if our fans really would
522s love that because they were used to this
524s open world approach of Galax and fire we
526s knew we had to we had we didn't have the
528s budget we didn't have the team so yeah
530s there was no way around yeah so it was
531s the right decision definitely but this
533s is how ever space was born and this is
534s how how the the story of Adam Roslin was
538s created because we needed um someone who
542s needed to yeah get reborn after every
546s death yeah so the name Rockfish games
548s actually I don't want to say was an
550s incident or accident it was like when we
553s went through this hard patches with our
555s previous studio so um we were thinking
559s of like starting a new studio had to
561s came up uh come up with a new
563s name and everything was so we were
566s really between a hard place and a rock
569s and I thought no this is not the end we
571s we
572s unbreakable and um and I also wanted to
574s keep the fish from Fish Labs our
576s previous Studio I wanted to keep that
579s and then yeah I really had that moment
581s we Rockfish also this rock star thing in
584s there yeah yeah of course and um it kind
586s of stuck with us so in the initial plan
588s we thought we might get the old Studio
590s back and then we rename back to fish
593s Labs but then I was like nah it doesn't
595s feel right Rockfish feel we're not
596s Rockfish so fish Labs was the old
599s chapter was it was finished we had to
602s leave the studio we had to move on and
605s quite frankly it was the best thing that
606s could have ever happened to us because
608s it was really this hard reset so there
611s was there was no Legacy we could start
613s from scratch U was joining as the first
616s and um and we only could start Rockfish
619s games because of a AAA um publisher
622s assigning us for work for higher project
624s also space shooter
626s surprise and um yeah U sat down with the
629s prod producer even before we ramed up
631s the new studio came up with a great
634s concept and really connected with that
636s producer right I I still remember when
638s you had these meetings because of our
639s Legacy commodor 64 games and stuff so
641s this was something where we connected
643s but we also had like the same vision of
645s like what do we want here is it like um
649s a simulation or is it like um rather an
652s action game and I think we we had the
653s right the yeah the same vision of like
657s how the space uh game of tomorrow should
659s should be for us and funny anecdote we
663s we had these meetings in uh Christian
665s had a friend and he was in consultant
667s for dentists right and so we had an
670s office space so we were meeting in this
672s meeting room and all on the wall you
673s also you had these big pictures of like
676s rotten tooth and it was it was really
679s funny and um that producer of that
681s publisher that's an interesting Studio
683s we like no no we're just here it's an
685s interim solution we're going to find a
687s new studio when we get that deal from
689s you guys and then we got that deal and
692s then we had the challenge where do you
694s get this studio where can we start
695s because you cannot go and rent a new
698s studio if you don't know you had a new
700s project right so I was out with a friend
704s and um he met a friend and that that
706s that dude had a brother and he told me
709s oh we still have um a garage like an
712s office space for three months I was like
714s interesting what are you doing there and
715s I said yeah we just uh we're going to
717s move out and I just need to find
719s somebody who takes uh on the 3 months
722s that we would be interested and then
724s literally we built Rockfish games in a
726s garage and then we had our first three
729s meetings with the producer of the AAA
731s publisher then 10 from our previous team
734s came over we worked on that and while we
737s had these three months of time then
739s Christian my partner went on and
742s searched uh on the internet for a bigger
743s space like the proper studio and there
746s was some serious pressure because after
748s 3 months we wouldn't have had a the
749s facility anymore and then he that Maniac
752s he built this studio all by himself with
756s a big Sledgehammer Knocked Down the
757s Walls and everything and he said keep
760s the publisher happy I build us a great
762s studio and man he did we're building the
765s first playable back then and the first U
767s studio in the same time and quite handy
770s U is a full-blown architect so U could
773s help Christian with like drawing the how
775s to say the plans and then the execu yeah
778s almost bit too much at some point
780s Christian was like I know how to build
781s this I don't need an architect for every
784s tiny detail of course not so yeah but
786s then um I think in summer it was in
789s August we moved into this place and it's
791s fantastic it's open space and good
794s energy and it's really good to be in a
796s place where we're not too crammed and I
799s think what's what's kind of surprising
801s when um Co the pandemic hit and we all
805s moved back to our homes and worked from
807s there and at the we weren't certain if
810s this is going to fly but it really
813s worked well for us it almost feels like
816s everybody had to I discipline themselves
820s to really get their work better
821s organized and uh now we have a a mixture
824s of like coming to the studio regularly
826s make sure that the social glue is still
829s there so we have a monthly barbecue and
831s we have a big summer fest um but other
834s than that we're working from home it
836s works pretty great and that also helped
838s us um to become a more International
841s studio so we had a few hires now we have
843s somebody from from the US Canada UK and
847s even Japan right who's a French dude so
850s hello to Jeremy and um but even before
853s we had people like sitting in many
855s corners of the world before covid
857s already so it's not not entirely new
860s it's not it's not entirely but uh you
862s say well the people that you work on a
863s daily basis so for me uh working with
866s Lee in Canada so my days are a little
868s bit longer now because he's 8 hours
870s after so catching Jeremy in the morning
874s for Japan is a bit early sometimes I
877s had Toby in Tokyo then I had the guys in
879s Malaysia streamline then I had of course
882s Europe UK you know right then VTA in
885s Canada yeah in Canada like East Coast
887s West Coast all in one day yeah before Co
890s even you know so and then the sound
892s recording in La exact Chas night shift
895s yeah so um yeah a lot of things in these
900s these 10 years and uh hell of a right I
903s can say for sure and um it's really when
906s we sometimes you you look back and what
908s happened and how you how you got there
910s you can never say how you get to a
912s certain point you can always connect the
914s dots in the past I know Steve Jobs said
916s that and really makes sense it's so hard
918s to predict where you're going to be in
921s five or even 10 years but on the other
924s hand I have to say when we started with
926s ever space we're like okay first we do
928s this linear Rog like and then if this is
930s a commercial success then maybe we can
933s go all in and make an open world space
935s combat game whatever space too and yeah
939s we still have a lot of ideas U to make
941s even a better game but um that's for
944s later that's for the next 10 years I
947s mean we had the the road mechanic of
948s like being born over and over again in
951s an Ever
952s ongoing vicious cycle if you want so
955s that you needed to break this is where
958s the the ever thing came from and then
961s yeah where does it take place yeah in
962s space so it's actually quite quite
964s obvious and yeah not so far fetch to
967s call it ever space and this was and we
971s we were
972s thinking uh it over over weeks and
974s months if it was the right yeah I think
976s we like 20 tile suggestions and more and
979s like sitting down is it like really the
981s thing and what happens if it's not a Rog
982s like
983s anymore
985s yeah which is the case now but yeah is
989s and nobody really like what why do you
991s call it ever space still you know I mean
992s yeah but it also resonates with our
994s story so we keep on telling telling the
996s story and it goes on forever and ever
998s and then there's another one there's
999s another one there's another one so yeah
1001s we we felt it really resonates what
1003s we're doing and uh now we can even play
1005s with it really and um yeah yeah and
1008s there's EverQuest of
1010s course EverQuest and it's kind of like
1013s sounds similar but it's then it's uh
1015s different yeah so but it it worked fine
1018s and it's still does so yeah yeah why why
1022s dropping the call Loop of of a
1024s successful game that's true so I get
1027s this a lot from um the press and the
1029s media uh when we launched ever Space 2
1033s so the first one was um successful why
1035s it's not a linear R like and um yeah to
1038s be honest it's um this is what the
1041s majority of our fans wanted and also
1044s what I personally prefer and just to
1047s have a bigger game and it it opens up
1050s way more possibilities because I also
1052s have to admit that linear R like I
1054s remember when we doing cutcenes and you
1056s have a procedur generated environment
1058s things became much more complicated
1060s because you don't know exactly where the
1062s asteroids are the ships are and whatnot
1065s it's all true and I mean it all comes
1066s with difficulties but it also comes with
1068s virtues you know so I actually liked uh
1072s the experiment it was also the first Ro
1074s light game that we made back then but to
1077s me it was actually appealing and it was
1080s also quite uh fashionable you know to do
1084s Rog leges back then but I thought it was
1087s um all the constraints and all the
1089s limitations we had made this thing
1093s possible at all so um it's it's embrace
1097s your um limitations and and see where
1101s where where you can get and this is how
1103s all this uh was created and that's the
1106s reason why we have our hero um Adam
1108s rostin it's a reason why it's called uh
1111s a space and um even the world designed
1116s to certain extent the faction design the
1118s character design is based on this
1121s initial decision that's um yeah yeah and
1126s but still I'm I'm with you
1129s um I didn't want to do this in initially
1132s in the first place and Galaxy on Fire uh
1135s we already had open world games and this
1137s is what we actually always wanted to
1139s do um and this is why the switching from
1142s Rock like to open world is rather
1144s switching back to what we already knew
1147s so it's
1148s nothing like oh open world for Christ's
1150s sake and we kind of knew already how
1154s this is done on a say in a in a mobile
1157s game and now it's it's on on on a
1159s console game so but but we also have to
1161s give credit to the team because both cor
1164s Loops ever space one and ever Space 2
1166s came from the team so it was really the
1168s IDE of that core team say well we're
1171s going to meet um freelancer means um FTL
1175s or FTL means freelancer the r like
1177s mechanics uh they brought that to the
1179s table and um there was a good a good
1182s hunch a good sense for what's good so
1184s right time it was right time right place
1187s Rolex was super popular in 2015 and it
1190s was the right right approach for us with
1193s the budget that we had and the team size
1195s that we were but also for ever space too
1197s so we said we wanted to have have
1198s something that had this immediacy that
1201s you really can get into it but you also
1203s have this feelings one more run you do
1204s it again and again and again and they
1207s came up with this Diablo meets
1208s Freelancers Diablo in space and I have
1211s to admit I only played Diablo 1 and I
1214s got heavily butchered by the butcher
1216s back in the '90s and was like oh wait
1218s that's too much but they played Diablo 2
1221s three four so they really knew what this
1224s hook in diabl this hacken hacken slay or
1227s hacken slash in space that's what they
1230s came up with and I think this again it
1233s was a good um it's a good hunch good
1236s sense for what is sticky what is uh yeah
1240s what's addicting gameplay what really
1242s keeps you motivated and on the edge of
1244s your seat for hours and hours and hours
1247s in gameplay and then U could go with the
1249s art team and design a beautiful world
1251s that's worth exploring and there are
1253s secrets every everywhere it's hidden and
1256s then everything came together I mean the
1258s Studio itself didn't really grow so
1261s super extensively if you compare it to
1263s um ever space one and two this is quite
1265s a growth
1267s in uh
1269s complexity in numbers um but the team
1274s yeah ramped up maybe like in in
1277s proportion uh way way less that's a
1281s little surprising because when I look
1282s back at at fish labs when we made like
1285s more extensive titles all of a sudden
1287s you know team sizes EXP loaded
1290s and project management and project
1293s planning and all this this friction uh
1296s like increased uh
1297s exponentially and this didn't happen
1300s with uh with other space too so with um
1303s relatively small size we were able to
1305s like build um yeah way way bigger and
1308s way more complex uh
1310s project and now if I look at it uh in
1314s retrospect um it surprises me but of
1318s course I was like living all this
1320s process and I just like thought well
1322s nothing really ever changed but um the
1324s game became bigger bigger and and more
1326s and more ambitious and we're still able
1327s to to do it in our say traditional way
1330s to work with each other and and our like
1334s custom way to to do the project planning
1337s and to do the releases over time and it
1340s felt natural and felt um comfortable you
1344s know I think what that's a surprise what
1346s what really helped is that we we had
1348s only one project in our previous Studio
1350s we were there was a lot of um fighting
1353s for survival right uh let's call it what
1355s it is or what what it was so we did work
1357s for hire we did our own titles often
1360s times we did several work for higher
1362s titles at the same time then there was
1364s this um from premium to free topl this
1367s ma major shift in um in the business
1370s model and there was as you said there
1372s was so much friction between teams but
1375s also again what's the strategy for the
1378s student studio and with Rockfish games
1380s and just working on everspace just one
1382s title and then only PC and console only
1385s premium no inner purchase no battle
1388s passes no
1389s microtransactions was so Crystal Clear
1391s what we're doing and this is why we can
1393s said okay this this is what we want to
1394s achieve in two three four five years and
1397s maybe remove the goal post just a little
1401s bit just slightly but it's not like um
1404s that you're constantly pivoting so we
1406s really could execute on the Vision that
1408s we had and I think that helped a lot and
1410s make made it very um concise mhm what
1416s also surprised me um a little bit and
1420s even after having developed mobile games
1422s for so many years um to get like a a
1427s stronger connection to our audience
1429s through
1432s Kickstarter and now if I look at it of
1434s course you get this uh personal relation
1437s to to those who are back your your
1439s project and those who are like uh um
1441s believing in you even without having any
1444s any product in their hands just like
1447s living by a promise um but that actually
1450s surprised me and we did have a lot of
1453s fans or we still have them from from the
1454s mo mobile days like thanks again a lot
1457s for for their support but but the same
1460s guys actually supported us in during the
1461s kickstarter campaign and um it
1465s made at least I can speak for me and
1467s maybe also for you um a way way stronger
1471s connection to our fans and some of them
1473s they're working for us today I mean I
1476s mean you won't get more direct feedback
1479s um as from kickstarters and also Early
1480s Access later on but you're right I think
1482s kickstarters is again on a different
1484s level because there's no product at all
1486s there's just an promise and there are
1489s other Kickstarter campaigns that didn't
1490s deliver so of course there's people are
1493s always wary is it really happening um
1496s are the guys get enough funding because
1498s typically the the funds from the
1500s kickstarter are enough and by far not
1502s enough uh to complete the game so
1504s there's a there's a big chance that the
1505s game never um sees the day of light and
1510s then people from around the world
1511s trusting us and um that's amazing
1514s compliment and uh if you feel even more
1517s invested to your Kickstarter backers and
1519s Early Access uh Pilots um then somebody
1523s who gets the game when it's out already
1525s we appreciate it of course but this
1527s somebody
1529s they're not investing in an in a
1530s financial term into the company but they
1532s they they're on board they want to be
1534s part of this and then they they become
1536s part of it and this feels extremely
1538s rewarding and I got to say we're very
1541s super grateful for all the commercial
1543s success that we have because that's the
1545s foundation that enables us to do what we
1547s can do without that yeah yeah but the
1549s fulfilling part is really the feedback
1552s that you get from um Kickstarter backers
1554s Early Access users regular users about
1557s the hard work will we do here and um it
1559s was I think almost the most motivating
1562s aspect for me or one of the most
1564s motivating aspects just like to live up
1567s to the expectations that um the the
1569s early adopters and those who who
1571s believed in you um and not to disappoint
1575s them it's not just one release you know
1578s like one bullet that you fire and that's
1580s like um hit and miss um you do have like
1584s over those many updates that we made um
1588s an open development uh process where you
1592s have your dedicated fan base um
1596s inspiring you providing feedback testing
1599s your product
1601s correcting mistakes or correcting the ca
1605s towards like a product where what they
1606s think is yeah um the right thing it's
1610s not a must but it's it's a huge help to
1613s like
1615s um uh to assure sure that it's that that
1620s we made the right choices you know it
1622s gives you more flexibility during
1624s development um it gives you more
1626s security because you get more feedback
1629s on are you actually making the right
1631s game are you on the right track instead
1633s of like locking yourself in for 5 years
1635s and then betting big and you don't know
1638s if this is going to fly or not so this
1641s is why it really feels like we we never
1643s would do another game without Early
1645s Access because you simply don't know you
1647s don't know if this is the right game
1649s you're making if you're if you're
1650s hitting the nerve where's the market in
1652s 5 years from now so yeah makes total
1654s sense and it's not only that uh you get
1656s the feedback from uh from the early um
1660s uh access audience it's also for
1662s ourselves it helps a lot to like commit
1667s um the
1669s development uh to certain Corner points
1672s that are fixed that you can't really
1674s change that much anymore and um in other
1677s develop vment cycles that that are like
1679s five or 10 years long and I I I don't
1682s want to uh List names you know
1685s um it's far too long um the decisions
1688s are vague and it's it's undecisive and
1692s uh many times a waste of of of potential
1694s and opportunity if you don't commit the
1697s team uh yeah to like the first um Early
1702s Access release and then all all those
1703s updates just takes too long and there's
1707s one more thing it's not that the team is
1709s always aligned on which direction we
1711s should go and sometimes again they big
1713s fights everybody's very emotional very
1715s passionate about this feature should be
1718s this way no this way and then you know
1720s what who's right the market is right the
1722s market is always right so you release a
1725s product and in Early Access there an
1727s update and then if there's a huge
1730s backlash then you probably should work
1731s on that feature and um yeah the best
1734s example is with the level scaling that
1737s we have had so some people were in the
1740s camp of like you should feel powerful
1742s and you can steamroll over your enemies
1745s and others in our team said well no
1746s there should always be a challenge and
1749s this is why levels should scale and I
1751s feel sympathy for both sides and I
1755s wouldn't be I wasn't able to say well
1757s this is the the right way to to do it
1759s and then we took the feedback from Early
1761s Access changed the game and now I think
1763s we have the Best of Both Worlds by
1765s combining the two mechanics and yeah of
1767s course there still people who uh would
1771s have loved us to just have the one thing
1774s just have no level scaling at all or
1776s then the other Camp still have it in
1778s there but I think it's a good blend and
1780s we only did that because of the feedback
1782s from the community we wouldn't have done
1784s that major change without Early Access
1787s and was definitely the right thing to do
1789s and there's the active feedback and
1790s there's also the passive feedback and
1791s they like um analyzing uh players
1795s behaviors you know so it's like on on
1797s both both sites you really see you can
1798s you can prove it by numbers you can
1800s prove it by the vocal minority and you
1802s can prove it by um analyzing the active
1804s Fe although vocal minority can be
1806s dangerous so people who are happy
1808s typically they don't drop so much
1810s feedback and um proportionately there
1813s are way more people when if they're not
1814s happy they raise their voices so you
1816s have to be careful about that we thought
1819s about other genres and uh we even had a
1822s a pitch series when we were we were in a
1826s situation where we had to have a a find
1828s another work for higher project there
1830s was after the first project for Rockfish
1832s games was cancelled then there was a
1834s short time was oh we have to find
1837s something else Space games are really
1839s hard to sell to Publishers and then we
1841s tried to come up with a couple ideas and
1843s the team uh came up with ideas and I
1846s think there was some great stuff in
1847s there we even worked on a prototype that
1849s was kind of cool um but again we
1853s couldn't find funding for this and um in
1856s the end it's we are in this Niche and uh
1860s making space combat exploration games
1862s and pretty good at it and uh according
1865s to the market we're very good at it and
1867s then if it's like why change it's so
1869s risky to try something else imagine we
1872s tried another genre we lock ourselves in
1874s for one or two years make a prototype go
1876s to the market it doesn't take off then
1879s we have burn through the cash and then
1882s and then what and then you have a
1884s problem immediately then we have to go
1886s to a publisher and we not independent
1888s anymore so as much as the team sometimes
1892s raises voices uh we should do something
1894s else and I hear that I feel that I'd be
1897s tempted too but commercially it's just
1900s too risky these days it's like these G
1902s the games that we're making the first
1905s ever spend ever space was like5 Million
1907s EUR in development budget then the base
1910s game of everspace 2 is now more than 15
1912s million then with the post launch
1914s content it's another five this is um
1918s yeah it's a very very risky business so
1921s the chances are low that we're doing
1922s something else yeah and it's not that we
1925s didn't try other genres already back in
1927s in in the mobile age you know I think
1930s altogether we have launched I don't know
1931s how many titles I can't count them
1933s anymore more than 25 easy yeah and all
1936s kind of genres and this was already like
1938s a test balloon for our
1940s team what can you do
1943s best and it's the the space
1946s game and it's also what is your
1949s competition doing because you can be the
1951s best team in the world you do something
1953s great right time right place great
1955s success wrong time wrong place you're
1957s dead so um if there's too much
1960s competition you can be super talented
1962s you make a great game but you just go
1965s under if another big title is launching
1967s at the same week so I I have the feeling
1972s that being in the space combat Niche
1975s being one of the top Studios out there
1977s we're kind of safe as long as we don't
1979s rock the boat too much yeah back then I
1982s mean even before we had Adam's story
1986s um I think we were quite sure that we
1989s had U this ever repeating cycle in a
1994s Sci-Fi world that we are dealing with
1997s clones and clone or replicant stories
1999s and then of course Blade Runner was
2001s maybe one uh one
2003s inspiration um Ed of Tomorrow lift ey
2006s and repeat
2008s principle
2012s um um another movie called
2016s moon it's an indie movie but maybe also
2020s quite known where all this those clone
2023s stories
2024s with um and the Clones not knowing that
2027s there were clones or that they were like
2029s discriminated because there were
2030s replicants or clones and and needed to
2032s live like a life in in an underground
2035s life persecuted by the
2038s authorities um not being able to live a
2041s normal life um but still having the the
2044s need to to be human to become human at
2047s some point um transplanted memories not
2051s knowing are those memories really my own
2053s memories do they come from someone else
2055s and who is is this body who am I a
2057s property of a a government or of the
2061s military and it's still having this uh
2064s this strong uh will to live and to
2067s survive live and and to write your your
2068s own personal story I think those were
2070s all those Inspirations from movies L and
2074s other games Detroit become human uh
2077s another inspiration uh video game and I
2080s recall we talked about um I think was
2082s called um the sixth day with Arnold
2084s Schwarzenegger where this um the villain
2087s was has this cloning facility and in the
2089s end he was cloning himself so he was
2092s like almost finished and was cloning
2094s himself and the new clone finished off
2096s the village before and then he said how
2099s can you do that he said dude I'm like
2101s you of course I'm finishing you off I
2103s found that super strong this super
2106s badass villain and then we talked about
2108s the issue of Adam not like being um the
2112s hero that he always wanted to be or uh
2115s like being forced into this Hero Journey
2117s and then meeting his clone father and
2120s then the Clone father realizing that
2122s while he was just trying to replicate
2124s himself to repel himself that in the end
2127s he was sending a human being onto the
2129s journey and then having this um second
2132s thoughts and this came as a surprise but
2135s in the end it would have been just to
2137s kill like to kill himself or to kill his
2139s son and then why do the memory transfer
2141s if this is already like um
2145s um uh your son your body your DNA just
2149s leave it be you know well I mean in the
2152s in the genre of space games we we've
2154s seen quite a lot right I mean from El
2157s dangerous pretty much the first really
2158s big space game um and then I think a
2163s major uh Milestone there was Stephanie
2165s Star Citizen that super massive
2168s crowdfunding and now it's getting bigger
2170s and bigger and bigger this really live
2171s in this world I think it's a it's a
2173s great vision very very ambitious then
2177s certainly new man's Sky all of a sudden
2179s landing on a planet and exploration I
2181s think they really got that so they had a
2185s a good sense a good hunch for what what
2187s people want um yeah and then for us I
2192s think everspace but also with Galax and
2194s fire what we brought to the table is
2195s this make a space combat game as
2198s intuitive and accessible as possible I
2200s think this is what we do where we Excel
2204s and really
2205s also go outside of the typical space
2208s game uh audience so that works quite
2212s well and uh yeah and then you of course
2214s you have something like the X Series
2216s that's super complex that really
2217s combines what is it fighting exploration
2221s trading crafting Base building I mean
2224s Jesus this this uh it's a huge game um
2228s and I think all have their I don't want
2230s to see their Niche but their Direction
2233s and it's worthwhile executing and do
2235s that and then of course we had Starfield
2237s followed in space um people were very
2239s excited about that um that shows where
2242s the appetite is the thing is with space
2243s game fans they want everything right so
2246s they won the big ships one the small
2247s chips on a planet VR of course trading
2251s Mining and there's only so much you can
2254s do so we have to pick our battles
2257s wisely technology wise I think the most
2259s interesting thing is this um data
2262s streaming seamless uh streaming so when
2264s unw Engine 4 we still had the issue that
2267s if we go from one location to another
2268s there's a short um loading SL
2272s initialization uh period because we also
2275s working with different scenes um so with
2278s better Tech then you can have these um
2281s transitions more more seamlessly or
2283s entirely entirely seamless I think this
2285s is something's interesting to watch then
2288s obviously Lumen and nanite so I think um
2291s it takes us 48 hours to do the lightell
2294s calculation for our
2296s handcrafted uh locations in ever space
2298s too so I know that Mar our lead artist
2300s is very excited about Lumen maybe for
2302s our next title what's
2304s next can we can we tell are we allowed
2308s to say that I mean we we can share so
2310s what we what we can share the team is
2312s working on bringing the game the base
2314s game to unhe Engine 5 right now there
2317s are a lot of things uh that are broken
2320s from uh wides in 2D and uh the whole um
2325s particle animations are broken physics
2328s is a big headache all our puzzles they
2331s were made with a different physics
2332s technology are now broken so we had to
2334s redesign them and fix them um but we got
2337s a track so we're making good progress
2339s here and then there's going to be a free
2341s update coming in Spring this year uh but
2345s we're also working on more premium
2347s content coming later this year so still
2350s a lot of plans and after that yeah we
2353s have to see how it goes it's like we
2355s don't try to um predict too much too far
2358s into the future like stay focused on the
2361s next uh Milestones um that are ahe but
2365s um yeah I'm very excited for the new
2366s stuff and U showed me some animatics um
2370s and um in-game cutcenes of the new
2373s content that's coming and um I think it
2375s looks really
2385s amazing