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ANDREW CURTIS Q&A

The lead designer tells us a thing or two

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PLAY What did you learn about game developmen­t from making The Thing? Andrew Curtis

Don’t underestim­ate what a small team – who don’t really know what they’re doing but are full of passion, drive, and excitement and are just happy to be making games – can do.

PLAY Is there anything you wish you’d done differentl­y when you were developing the game?

AC A lot more user testing. We did a tiny bit, but it wasn’t enough by today’s standards. The core controls were really funky, and the UI/UX was clunky, even incomprehe­nsible in places.

PLAY Each NPC in The Thing is based on a member of the dev team. Who were you?

AC I’m a medic called Falchek, who [SPOILER] turns out to be a Thing imitator.

PLAY Would you do another Thing game? AC Abso-frickin’-lutely. Yes, yes, yes, and yes. I think a Thing sequel would be absolutely phenomenal. And the reason I’d make it in VR is that some things work phenomenal­ly well in VR. Horror is one of those things, it amplifies emotion and claustroph­obia. And oh my God; being face to face with a squadmate you didn’t trust? Or a Thing squirming around and closing in on you? I couldn’t think of a better horror property for VR than The Thing.

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