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The Journey Down Interview with Theodor Waern

Bwana, Kito and Lina

In this interview with main Skygoblin Theodor Waern, who is fresh off releasing the very first chapter of his four-part adventure game series, The Journey Down, we discuss the game’s unique look and feel, Waern’s inspiration for the game and find out more about the role Adventure Game Studio played in the game’s development.

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Interview with The Whispered World Designer Marco Hüllen

Marco

Note: This is Day 3 of “The Whispered World Week” at The Slowdown.

In today’s interview, we talk to the original designer and primary illustrator of The Whispered World, Marco Hüllen (on the right), in the hopes of shedding more light on the curiouser details of the development process of the game – especially, on details

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Latest Post: The Journey Down Interview with Theodor Waern

In this interview with main Skygoblin Theodor Waern, who is fresh off releasing the very first chapter of his four-part adventure game series, The Journey Down, we discuss the game’s unique look and feel, Waern’s inspiration for the game and find out more about the role Adventure Game Studio played in the game’s development. We also got around talking about the importance of polish, what makes a puzzle a good puzzle, and Waern’s workflow.

In addition to this interview, we have also simultaneously published our review of the first chapter of the game here at The Slowdown. “Over the Edge” can be downloaded from Skygoblin right now.

The Slowdown: Starting off, I would like you to return to the origins of the series for a minute: In the manual provided with “Over the Edge,” you reveal how the game’s origins actually lie in brainstorming sessions with your colleague, Mathias Johansson. How big a catalyst, though, was simply finding the correct tool to work with?

Theodor Waern: There’s no point denying that when me and AGS first laid eyes on each other, we both knew it was love. I realized right from the start that this was THE tool for me. The learning curve was perfect. I had a problem, I banged my head at it, I solved it. I had another problem, I banged my head some more, and I solved that one too. It has been that way ever since I started production on the game and I doubt I will ever come to a complete stop.

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