Overview: |
In this talk, the game director of third person survival horror Saturnalia tells the story of its overly ambitious and troubled six-year development, outlining the radical changes in scope, design and looks that allowed the team to fund the game and eventually ship it. nnA rendering style change inspired by a tweet, a mid-development shift from first to third-person, three years of pitching to more than ninety publishers, and the design challenges of a multi-character proc-narrative rogue-lite exploration-driven title inspired by the folklore of Sardinia, Italy. In short, the ups and downs of making a game that was a grand prize finalist at IndieCade and A MAZE, and an IGF Seumas McNally Grand Prize Honorable Mention.
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