There’s a cosy co-working cafe in the Shoreditch area, all exposed brick walls and Polaroids, hiding a corridor of offices at the back. At the end is Flavourworks’ tiny, windowless headquarters: somehow, it contains eight people at desks, a whippet named Layla and a sofa. The sofa, in front of a television that feels entirely too big for the space it’s in, is surrounded by an assortment of props from the studio’s first game, Erica. The vibe is distinctly that of a young studio with more potential – and cool junk – than can reasonably fit in one room.
They’re moving soon – just down the road, as staff are keen to stay in the area but also crave some natural light and more space. It’s all thanks to Erica, a bold live-action experiment that has ensured the studio’s security for a good while yet. For now, we have the pleasure of seeing the scale of Jack Attridge and Pavle Mihajlovic’s ambition made manifest, spilling out of the poky office in which it’s grown ever larger.
Before Flavourworks, Attridge and Mihajlovic were working at 22Cans, the Guildford-based studio founded by Peter Molyneux. Attridge was very much Molyneux’s protégé and co-designer – sort of – on god sim Godus. “For me, that was years on Peter’s shoulder,” Attridge says. “It was very much his game and his say. And I thought, ‘What would happen if I was responsible for the decisions, for better or worse?’” Meanwhile, Miha was working on an extra-curricular project of his own, and film graduate Attridge ended up doing sound for it “just for fun”, Mihajlovic says.
Denne historien er fra Christmas 2019-utgaven av Edge.
Start din 7-dagers gratis prøveperiode på Magzter GOLD for å få tilgang til tusenvis av utvalgte premiumhistorier og 9000+ magasiner og aviser.
Allerede abonnent ? Logg på
Denne historien er fra Christmas 2019-utgaven av Edge.
Start din 7-dagers gratis prøveperiode på Magzter GOLD for å få tilgang til tusenvis av utvalgte premiumhistorier og 9000+ magasiner og aviser.
Allerede abonnent? Logg på
NO MORE ROOM IN HELL 2
You're not alone in the dark
WINDBLOWN
Life after Dead Cells
COLLECTED WORKS - JOSH SAWYER
Journeying to the Forgotten Realms, Infinity and beyond with the RPG veteran
SCREENBOUND
Going deep in a mind-bending hybrid of perspectives
Trigger Happy
Shoot first, ask questions later
Grand strategist
Paradox's Mattias Lilja addresses the publisher's recent difficulties - and the plan to right the ship
Diablo IV
A progress report on the games we just can't quit
Ghosts 'n Goblins Resurrection
In Capcom's diabolical tribute, evil goes far deeper than the demons on the screen
SERENITY FORGE
How a near-death experience lit a fire in the Colorado-based developer and publisher
THE MAKING OF...ALIEN: ISOLATION
How a strategy-led studio built a survival horror masterpiece in Ridley Scott's image