Tunic: our interview with Andrew Shouldice, the creator of the independent game


Announced 5 years ago, Tunic will finally land on our gaming systems on next March. The independent game had gained visibility in 2018 thanks to kid appearance during the Xbox conference of the3. Thus, he had seduced many players around the world thanks to his enchanting artistic path and his so special atmosphere. Tunic. We discussed sober many topics about the development of the game, its mechanics, its duration and many other things.

Our special interview with Andrew Shouldice, the creator sober Tunic

Xboxygen: Tunic the big t announced at a sober Xbox the3 conference 1647280381. We thought it would come out pretty soon after, but it’s not testosterone levels. Why did the game announce so early?

Andrew Shouldice: We really wanted to share our partnership with Xbox with the whole world. For a game like this, with a very small team, it was an event we couldn’t miss.

Keep it a secret, I showed Tunic from the very beginning. I’ve shared videos online showing the progress of my development and showcased the game at trade shows. We also took part in the Computer Game playing show in 2017, when the name of the game was changed to Tunic. In retrospect, it might have made more sense to keep things under wraps until we were closer to release, but a lot of that journey has been the evolution of the game from a little prototype to what it is today.

Xboxygen: Given the sober enthusiasm of the players when the game was announced, did you have testosterone levels forced to raise your level of ambition?

Andrew Shouldice: Player expectations are something I spend a lot of time wondering about. People who have played the sony ericsson demo sometimes rejoice when the game comes out. It warms my heart and fills me with pride, but I’m also afraid of disappointing them! It drives me to be a perfectionist and want to cram as much detail and strategy into the world as possible. sober as an Xbox exclusive influence the development of the game?

Andrew Shouldice: The Xbox sober support has helped us tremendously . They really understand this pursuit Tunic, and the E3 conference 790 showed the game to more people than it had ever seen before. .

Xboxygen: Which team worked on Tunic? Do you think the pandemic is making indie game development even harder for a tiny team?

Andrew Shouldice: The Sober Tunic Team is quite small. Sober plus sober myself, he has Kevin Regamey, who looks after the sober getting pregnant audio, Lifeformed (Terence Lee and Janice Kwan) who looks after the sober music, and Eric Billingsley who works on the degree artwork. We also have continuous support from Finji, including their quality assurance team. Almost all of us were away already, so the pandemic hasn’t drastically affected day-to-day work, but there have been some con changes. We’ve gone from in-person meetings to virtual meetings are, for example.

Xboxygen: A lot of sober people expect Tunic to be a Zelda- like, is that correct?

Andrew Shouldice: Yes and no! Both Tunic and Zelda games feature combat, exploration, techniques and a hero with a sword and a shield. It has dungeons to explore and treasures to find. I have a soft spot for Zelda, especially the very early games. I think if people find anything in common with this series, it will be with those early games. We are encouraged to get a bit lost and get off the critical path. Tunic features designs regular gamers will recognize, but it also breaks with tradition in several ways.

Xboxygen: Besides Zelda, what other works inspired Tunic?

Andrew Shouldice: There are several things! Monument Valley’s stark isometric view and neat colors helped inspire the original look, and FEZ’s deep puzzles influenced the game’s approach to secrets. People sometimes quote Dark Souls when they see the stamina bar, and they’re not far from the truth – Souls games have certainly influenced the game’s combat design.

Xboxygen: What feature or element are you particularly proud of in Tunic?

Andrew Shouldice: Visual effects are one of my favorite things to do. There are a few directing moments that I’m quite proud of, as well as more subtle effects that people don’t necessarily notice.

There’s also the book. Throughout the game you’ll find pages from the game’s instruction manual. It’s not just collectibles, but also maps, clues and other secrets. I’m very happy with the result and hope people have fun browsing it.

Xboxygen: How long is the game?

Andrew Shouldice: I used to say the game was going to take 6 8 hours. But approaching the release, I think that’s an understatement. For gamers who really enjoy delving into every corner and uncovering the secrets of the game, they could play for a long time longer.

Xboxygen : The game was designed to be played solo, but have you ever considered co-op?

Andrew Shouldice: My experience Favorite co-op, especially with a game like Tunic, is when people talk about their experiences. Whether they’re sitting next to each other on the couch or sharing their story in Discord, I think Tunic shines when people collaborate.

Xboxygen: Will Tunic be optimized for Xbox Series X|S, or will we have to settle for a backward compatible Xbox One version?

Andrew Shouldice: We have adapted the experience to different Xbox consoles. For example, players on Collection Times will play at a higher resolution and framerate.

Xboxygen: Will you complete the overall experience with DLCs? If so, will they be free or paid? Maybe a mix of both options?

Andrew Shouldice: We’re just focused on the main game at the moment, but we’re never know.

Xboxygen: Are there any plans to release the game on other platforms?

Andrew Shouldice: Tunic is an Xbox console launch exclusive, and is also launching simultaneously on PC stores.

Xboxygen: If the game is as successful as we hope, can we already consider a sequel, or do you want to skip something else?

Andrew Shouldice: Hard to say! I can’t wait to take a break. :)