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was so ambitious and it would probably become a never- ending project. We had to make important decisions on how to change the scope of the game and still keep its essence. We are satisfied with the final result.


AS THE ART CAME TOGETHER, DID IT INFLUENCE THE GAME DESIGN IN ANY WAY? Absolutely. The art is a storyteller in Scorn. The environment is leading the players through the world, offering them clues that help in creating the explanation of what the Scorn is all about, what happened there, and what they should do. We believed that strong artistic expression can fully substitute all the helping elements that nowadays games offer to their players.


ARE YOU PLEASED WITH HOW THE GAME TURNED OUT, ESPECIALLY IN TERMS OF ITS AESTHETIC? It can always be better. But, yes, we definitely managed to achieve a respectable level of look and feel of the game.


WHAT HAVE YOU LEARNT FROM MAKING SCORN THAT YOU’LL TAKE FORWARD INTO FUTURE GAMES? With Scorn, we experimented a lot. We have built pipelines that might or might not be used for our future games. But the biggest gain is the experience in decision making and creative approach to problem solving. The plan is to set up the team in a way where it can tackle any future challenges.


WHAT WAS THE HIGHLIGHT OF MAKING THE GAME? The highlight is people definitely. We have built a team of believers in an idea that kept them highly engaged and motivated throughout the very long development cycle. Their enthusiasm brought the idea to the daylight. Now, they are at the core of the future we are building together.


ARE THERE ANY DECISIONS THAT YOU WISH HAD BEEN TAKEN DIFFERENTLY, OR ANYTHING YOU WOULD GO BACK AND CHANGE? Pre-production. That will be our next focus. We want to research, prototype, and test billions of things before we go to the official working table. Every time you say “Don’t worry, we’ll find the way for that problem when the time comes”, just remember that the cost will multiply and you will regret not taking care of it during pre production.


WHAT HAS THE RESPONSE BEEN LIKE FROM PLAYERS - TO THE GAME’S VISUALS ESPECIALLY? As far as I know, nobody was indifferent toward the game. Some people hate us, the others enjoy what they have experienced while playing the game but there are not so many in the middle ground. Even those who found Scorn’s gameplay wasn’t for them, were amazed by the visual fidelity the game has to offer. And we are grateful to all the people who shared their opinions on our work. I believe that we have set expectations very high and it will soon become a motivation for our next big thing.


December 2022 MCV/DEVELOP | 55


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