What’s next?’ For an independent studio riding high after a big hit it’s an exciting question, and a daunting one. After the success of its excellent action roguelike Dead Cells, Motion Twin is in the process of deciding what to do next. In a normal studio the higher-ups would get together, make a decision, and then tell the rest of the studio what to make. Motion Twin is different. Visit their website and you’ll see the message “NO BOSS” proudly displayed on the front page. No-one at Motion Twin has a job title, and everyone has an equal share in the company.
That’s great for staff members who get to take home a share of Dead Cells’ success, but it comes with unusual challenges, especially when the studio needs to make a big decision about its future. When I arrive at the Bordeaux studio a small team has been generating prototypes for four months. One programmer is working on a Sekiro-inspired third-person combat system. Another leads me through a slideshow of gorgeous concept art, explaining how the prototyping process works.
It’s fluid, and ruthless. A designer might inspire an artist to create some concept pieces, and the concept pieces influence the designer’s idea of what the game might be. The moment the idea runs into major problems, it’s killed. The best bits are pillaged, and might make their way into future prototypes. At some point, organically, the team hopes to arrive at an idea that everyone believes in.
TWIN STUDIOS
هذه القصة مأخوذة من طبعة November 2019 من PC Gamer.
ابدأ النسخة التجريبية المجانية من Magzter GOLD لمدة 7 أيام للوصول إلى آلاف القصص المتميزة المنسقة وأكثر من 9,000 مجلة وصحيفة.
بالفعل مشترك ? تسجيل الدخول
هذه القصة مأخوذة من طبعة November 2019 من PC Gamer.
ابدأ النسخة التجريبية المجانية من Magzter GOLD لمدة 7 أيام للوصول إلى آلاف القصص المتميزة المنسقة وأكثر من 9,000 مجلة وصحيفة.
بالفعل مشترك? تسجيل الدخول
A New Dawn - The rise, fall and rise again of PC Gaming in Japan
The so-called 'Paso Kon' market (ie katakana's transliteration of 'Pasonaru Computa') in Japan was originally spearheaded in the 1980s by NEC's PC-8800 and, later, its PC-9800.
MARVEL: ULTIMATE ALLIANCE
Enter the multiverse of modness.
SLIDES RULE
Redeeming a hated puzzle mechanic with SLIDER
GODS AND MONSTERS
AGE OF MYTHOLOGY: RETOLD modernises a classic RTS with care
PHANTOM BLADE ZERO
Less Sekiro, more Wo Long: Fallen Dynasty
STARR-MAKING ROLE
Final Fantasy XVI's BEN STARR talks becoming a meme and dating summons
THIEF GOLD
Learning to forgive myself for knocking out every single guard.
HANDHELD GAMING PCs
In lieu of more powerful processors, handhelds are getting weirder
FAR FAR AWAY
STAR WARS OUTLAWS succeeds at the little things, but not much else shines
FINDING IMMORTALITY
Twenty-five years on, PLANESCAPE: TORMENT is still one of the most talked-about RPGs of all time. This is the story of how it was created as a ‘stay-busy’ project by a small team at Black Isle Studios