Creators Corner

SkandiVania Games – Creators Corner

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Studio: SkandiVania Games
Current Game: Feral Fury
www.feralfury.com

 

Founded in 2013 by Jimmy Hansen and Joakin Ringqvist, SkandiVania Games is an indie developer based in Norway. Feral Fury is their first release and is currently available on all major current-gen formats. We welcome Joakim, who took time out of his busy schedule to answer our questions.

 

What inspired you to become a game developer?

The urge to make games has been there since early childhood but I can’t pinpoint what the main trigger was, it is just something that has been there all along. The world of games always felt a bit like magic and who doesn’t want to be a wizard right?

 

How long have you been in the gaming industry?

Around 6 – 7 years.

 

Tell everyone a little about your latest release?

Feral Fury is a twin-stick shooter rogue-lite, The panda Empire has begun its invasion of planet Hellhog with the intention of turning it into a bamboo plantation. As the player, you control one of 4 playable panda space marines on a mission to locate and assassinate the Hellhog King and make way for the first wave of ground troops. At the moment it is available on all current-gen consoles and Steam.

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Feral Fury is a fast-paced twin-stick shooter rogue-lite action game

Describe what a usual day in the life of you would be?

Wake up, chug down a mug of coffee and go through support emails, followed by a meeting with my college were we discuss current progress and brainstorm ideas. The rest of the day is for production, which in my case means 7-10 hours of game scripting and bug fixing.

 

What would you say has been the biggest challenge in getting this game to market?

As it was our first commercial release, the list of challenges we encountered would probably be too long to list. But if I had to pick one it would probably be PR and Marketing. As a small unknown studio with the vast amount of games being released daily, one can scream from the top of your lungs about your game but chances of it getting noticed are still slim, to say the least.

 

If you could go back in time, with your current skill-set, is there anything you would change about a game?

In hindsight, I could have written the game in a much more structured and modular way. It is now a large spaghetti-like code which is making it unnecessarily tedious to expand upon and maintain across all the target platforms.

 

Tell us about the thing that you are most proud of in your career?

I would say actually completing and getting Feral Fury to market. Making games takes a lot of time and effort and it is easy to fall into the temptation of constantly scrapping ideas in favour of new and shiny ones. Also seeing your game on a Nintendo platform gives a warm and fuzzy feeling. I mean who would not be proud of having your game alongside Mario himself.

 

What is the next goal for the team and are there any future projects on the horizon (that you can tell us about)?

We are hard at work on our next title. Unfortunately, we are not ready to share any details yet. But I can promise that we are bringing out all the guns on this one and are excited to show it off to the world… as soon as it is ready for the public eyes.

 

A massive thank you to Joakin from all of us at twobeardgaming.com for taking the time out to answer our questions!

 

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