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Gametraders Live September Magazine

Gametraders latest magazine, featuring venom, a love letter to Jurassic Park and much much more!

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First off, tell me a little bit about<br />

yourselves. Who makes up<br />

Bromio and what do you all do?<br />

Antonio: Hi! We are 9 people<br />

working at Bromio - Samir as<br />

Product Manager, Luis as Lead<br />

Programmer, Heri as Game<br />

Designer/Technical Artist,<br />

Colette as Animator/Illustrator,<br />

Emma as 3D Modeler, Joaquin<br />

as Progammer/QA, Abraham as<br />

Illustrator/Community Manager,<br />

David as Programmer and myself<br />

(Antonio) as Game Director/<br />

Programmer. In the development<br />

of Pato Box we also worked with<br />

Cesar from 2think Design Studio<br />

and Controvol.<br />

Can you tell me about the history<br />

of your studio? How did you first<br />

get started in videogames?<br />

Antonio: We started development<br />

of games in 2013, we were focused<br />

on mobile games as a learning<br />

point since getting our game<br />

released on the AppStore and the<br />

Google Play Store was easier at that<br />

time than Steam. After developing<br />

a couple of mobile games we<br />

wanted to make a bigger game and<br />

that’s when we started developing<br />

Pato Box.<br />

What made you decide on<br />

Kickstarter as a means to fund<br />

Pato Box? Did you find it<br />

difficult to pitch the game to<br />

traditional publishers?<br />

César: We wanted to maintain<br />

all the freedom we could in<br />

the development. While we<br />

had some money saved for<br />

the project we knew that the<br />

development time could be<br />

reduced by the help of backers<br />

turning it into a crowd funding<br />

project and also use it as a tool<br />

to let more people know about<br />

our dream and help us make it<br />

happen.<br />

What made you decide on<br />

Vita as a target platform<br />

for the game?<br />

Antonio: We were able to<br />

get in touch with Sony some<br />

time ago and we got access<br />

to dev kits pretty early on.<br />

Unfortunately we weren’t<br />

able to develop a game for<br />

it until Pato Box and we saw<br />

that the gameplay would be<br />

perfect to have on the go<br />

and that’s why we decided<br />

to support the Vita.

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