Home Indie Game Indie Dev Interview: David Söderström – Somber

Indie Dev Interview: David Söderström – Somber

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Indie Dev Interview: David Söderström – Somber

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The aptly named Somber from Swedish sport developer You Will Get There is a mesmerising platformer, which takes inspiration from the likes of Limbo and started life as a diorama. 

With the sport enjoying out by way of black silhouettes on vibrant backgrounds and with an eerie however calming soundtrack, you’ll be progressively drawn additional into the fantastic world that the workforce describe as ‘cute, but also twisted’.

We caught up with David Söderström – the workforce’s lead developer, skilled video games business skilled and lecturer – to search out out extra in regards to the sport’s origins and evolution. 

Somber is out now and you could find it on Steam

Please may you introduce your self?

Hi! I’m David Söderström, a sport growth teacher and indie developer based mostly in Sweden – specializing in 3D-rendering and programming. I’ve been within the business for greater than 15 years … and liked each minute of it! 

Could you introduce your studio?

You Will Get There is a small studio that creates video games and 3D-environments, drawing from extremely expert professionals with a deep nicely of data throughout all types of various areas. 

Beyond making video games, we additionally do lots of 3D work; for instance, we’re presently documenting an enormous development website right here in Stockholm. 

But primarily, we do it for enjoyable and since we love making worlds come alive. I’m the primary developer, however I had assist from two very proficient artists (Mikaela and Evelyn) on Somber. 

Somber

Can you inform us about Somber? What had been your choices across the look of the sport? The “colorscape” you went for?

Somber really began as a guess with my college students throughout a 3D rendering course. We talked in regards to the sport Limbo and the way the developer Playdead performed with silhouettes and “basic” guidelines to create an excellent wanting sport. 

Somber was created as a diorama put up throughout a break and I simply thought, “Hey, it’s time to create something bigger than those smaller doodle-projects that I create just for fun”. It was comparatively straightforward to give you lots of property for this type of sport, so I began to flesh out the small print. Thus Somber was born! 

Initially, Somber was a platformer with a 2D character I had mendacity round. Once I began doodling on a stable Metroidvania sort of map, the sport as we all know it at this time got here to be. Mechanics may need come earlier than story, nevertheless it was a enjoyable world to construct for positive.

How did you give you the identify and is the temper of the sport mirrored within the title?

Every little bit of Somber is molded by the workforce’s private artwork model and background. Our temper boards and inspiration observe the principle “Everything is Cute, but also Twisted.” It’s darkish however, on the similar time, heart-warming in a approach. The world of Somber is a darkish but acquainted place with some seriousness to it! Of course, the participant’s character won’t see it that approach …

I’m particularly pleased with a remark we obtained throughout growth: “That’s some spooky stuff.” They had been referring to an artwork piece from the sport and it made my day.  

Can you inform us slightly about your inspirations?

Limbo for positive. It was one of many essential inspirations at first as a result of Somber began out roughly like a tech demo! Regarding the pacing and temper, it’s not that distant from Playdead’s masterpiece. But we’re additionally big followers of video games like Celeste and Ori. In reality, the core gameplay is extra just like them.

Why did you select to go down a hand drawn route?

I’m not an artist myself, so my first thought was wanting and masking silhouettes from images of on a regular basis objects. The curve of your sweater’s wrinkles makes for a extremely dynamic snowy floor, a flower’s shadow shining by way of your curtains is an in-game tree or plant. That labored as deliberate, however as the sport grew I simply knew that two of the scholars presently in my lessons may actually make a distinction right here. 

Mikaela and Evelyn got here up with issues I by no means may have by myself. It’s laborious to search out homes and different man-made objects that will have achieved justice to Somber. I actually recognize all of the excellent artwork they created for the sport! 

Somber

Can you inform us slightly in regards to the gameplay?

Somber is a moody sport, drawing you in with a slower tempo initially then constructing as much as the finale. It’s a platformer at coronary heart with some partial inspiration from Celeste and Ori. It’s straightforward to be taught when you’re into platformers! Oh, Somber has obtained some secrets and techniques hidden around the globe as nicely … 

Is this the kind of sport you would get misplaced in for hours?

The sport is supposed to be loved as a somber expertise. Play it at your personal tempo, breath within the ambiance and discover the world as you’re. The narrative itself is fairly linear.  Also, there’s a stable group of speedrunners attempting to beat it already 🙂

Is there a deeper that means behind Somber?

Somber is an open-ended, considerably traditional wrestle between Good and Evil, Power and the People – however who’s who on this state of affairs? We’d like to see our gamers give you their very own theories on what’s actually happening!  

When is it out and the way can individuals keep up to date?

It’s out now on Steam. Enjoy!

For extra interviews with indie devs, keep tuned to Into Indie Games

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