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TOP This is a handsome and<br />
polished piece of work for<br />
such a small team. Work<br />
began in earnest with a<br />
core of five people, and<br />
the team hasn’t expanded<br />
beyond ten staff since.<br />
RIGHT The Solus Project<br />
should only be in Early<br />
Access for 90 days – it’s<br />
close to being contentcomplete,<br />
with just a little<br />
fine-tuning required. Teotl<br />
is looking to use telemetry<br />
to help balance the game:<br />
so far, most players are<br />
happy to stick with the<br />
default difficulty setting<br />
TOP De Jong is involved with<br />
almost all aspects of the<br />
game, from the art to the<br />
gameplay design, but he<br />
knows when he needs<br />
assistance. “Story has never<br />
been my strong point,” he<br />
admits, “so we brought<br />
someone in for that. I still<br />
communicate ideas, but<br />
[otherwise] I’m happy to<br />
get it out of my hands.”<br />
ABOVE There’s little in the<br />
way of concept art. “I might<br />
Google some pictures just<br />
to get an idea of feel,”<br />
De Jong explains, “but then<br />
I’ll just go with the flow.”<br />
MAIn The game’s twisting<br />
caverns are a useful source<br />
of water: hold your canteen<br />
underneath any trickles you<br />
see to keep refreshed as<br />
you venture deeper inside<br />
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