![]() ![]() We had to choose, and we decided to go for the grand vision. It took us a while to understand that we were tasking ourselves with something impossible – we wouldn’t be able to maximize the game while worrying about frame rates. One of our early hurdles was the defensive urge to “hold the game back” to ensure that The Gunk would run comfortably on any platform. Here was this “something” that we knew we’d want to polish into perfection. It wasn’t much, but it felt tasty and was strangely soothing – and ridiculously gratifying. As for The Gunk, the first (and graphically very simple) prototypes that Game Director Ulf Hartelius presented involved running, jumping, vacuuming this slimy gunk off the ground and watching plants grow back when you had cleared a patch. We typically start with an idea around some tight core gameplay, and then we iterate, iterate some more (and then we iterate on the iterations themselves for good measure), until we have created a brilliant game around it. Or rather, the idea that later became The Gunk was born, because it certainly wasn’t what it is today – that’s not how the Image & Form team makes games. It required a new start… but we had reinvented ourselves before. It would mean new processes, a new game engine, new skill sets. We had never made such a game, and we didn’t know if we had it in us. ![]() Something that didn’t necessarily feature steam-driven protagonists or fit every thinkable platform, but rather would explode in full 3D, use every little ounce of computing power and generally go all the way. Still, many felt it was time to find a new direction, to do something else. Over the past few years Image & Form had launched four very clever SteamWorld games in highly stylized 2D and picked up an array of awards along the way. After having released the smash hit SteamWorld Dig 2 in late 2017, we sat down to discuss where to go next. ![]()
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