Tyler Sig­man

Co-pres­i­dent and de­sign di­rec­tor, Red Hook Stu­dios


How closely does Dark­est Dun­geon to­day re­sem­ble your orig­i­nal con­cept?

It’s sur­pris­ing, but I guess all the evo­lu­tions of the game have been just sort of de­tails within sys­tems that we knew would ex­ist. And maybe some it­er­a­tion within sub­sys­tems, but sur­pris­ingly no gi­ant piv­ots, like get­ting half­way through and think­ing, ‘We’re bark­ing up the wrong tree here.’ It was just the hard work of mak­ing the vi­sion a re­al­ity. We sort of had a map to be­gin with, and we never found our­selves off the map, it was just sort of cut­ting through jun­gle.

Which en­emy was the most fun to de­sign?

I’ve al­ways loved that Skele­ton Courtier so much. We were imag­in­ing that what­ever hap­pened when the An­ces­tor fi­nally kicked things off, maybe there was a ball go­ing on. And just this con­cept of the skele­ton guy still wan­der­ing around with his gob­let – Dark­est

Dun­geon cer­tainly isn’t a slap­stick game, but I love that hu­mour can be found in this guy sit­ting there with his party cup. You think he doesn’t look very threat­en­ing, and then he throws this gob­let of un­spec­i­fied liq­uid on you.

What was the most sig­nif­i­cant rev­e­la­tion dur­ing Early Ac­cess?

I don’t think we were pre­pared for the size of the com­mu­nity we were go­ing to have. It was an amaz­ing sur­prise, and we had so many great pro­po­nents, some very help­ful com­mu­nity mem­bers, that we were able to sur­vive with just Chris and I han­dling it for a while. And also it was su­per-fun – to be able to di­rectly in­ter­face with fans is just so neat. But ul­ti­mately we had to face up to the fact that we weren’t of­fer­ing the com­mu­nity a good enough ser­vice by be­ing split so much be­tween that and de­vel­op­ment.

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