THUNDER LOTUS

After the release of Sundered in 2017, Montreal-based developer Thunder Lotus conducted a post-mortem of its side-scrolling Roguelike. âOne of the things that came out was that I couldnât be creative director on a project any more,â studio founder William Dubé says. Despite the success of Sundered and Jotun before it, with the demands of the studio growing, Dubé had, as he puts it, âbecome a bottleneck for the team.â
The studio had grown from four full-time staff members in 2014 to eight, along with numerous additional contractors, and during Sunderedâs development Thunder Lotus also released Wii U, PS4 and Xbox One ports for Jotun. The team, especially Dubé, was getting pulled in different directions. Before getting too deep into development on the studioâs next title, Spiritfarer, Dubé stepped back, and former Ubi man Nicolas Guérin was hired as creative director.
Early in his new role, Guérin realised that the team was focused on the wrong side of the vision for Spiritfarer. âHe was the one,â Dubé says, âwho said, âThis isnât a management game. This game is about the spirits. Thatâs where the magic isâ. Spiritfarer became much more focused on character and narrative â and for the better.â At GDC in 2018, Thunder Lotus pitched its afterlife management simulator to investment fund Kowloon Nights and it agreed to fund the gameâs development and marketing entirely.
With Guérin directing Spiritfarer and the deal with Kowloon Nights providing financial stability for the first time since the studioâs founding, Dubé decided it was time to move forward on a plan that had been at the back of his mind for a while. âWe wanted to open a second production team in the studio,â he says. âThat decision felt as big of a risk as starting the studio; so many studios try to go to multiple production teams and end up crashing and burning.â
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