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The Indie Gamer #13

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INTERVIEW with GRZEGORZ KUREK

Q.) What were your inspirations

behind Shing!?

A.) Grzegorz Kurek [Game

director, Mass Creation] We

are fans of old school arcade

beat’em ups so obviously

inspiration comes from games

like Final Fight, Alien vs

Predator or Streets of Rage to

name just a few. These games

are a bit too simple and

repetitive for nowadays

standards, so we drew a lot of

inspiration from the hero action

games like Devil May Cry and

Bayonetta. Shing! is a mix of

these two genres. We took the

best things out of both worlds

so the main idea is still to go

right and slay tons of goons but

now you have a huge arsenal of

combos and different skills to

do it and a very diverse set of

opponents to overcome. Also in

Shing! attacks are executed with

the right analog stick. The

characters mimic your stick

moves with their weapons so

mixing and matching combos

feels very natural and gives a lot

of satisfaction.

Q.) What's been the biggest

hurdle in development and how

did you overcome it?

A.) As we know the transition

from 2D sprites to 3D models

did not go too well for

side-scrolling beat’em up

games. The biggest challenge

was to keep the feel of a 2D

gameplay in a 3D environment.

Stuff like walking in-depth

without changing character

scale or being able to hit an

opponent when you feel that

you should even when you are

quite far from him. All these

small things that were obvious

on a flat plane are very tricky to

obtain on a fully 3D arena.

So we got rid of the camera

perspective, made the arena

huge in dept and did all kinds of

deformations in the

environment to achieve that 3D

feel to the surroundings. Next,

we made sure that the

characters feel like they are

actually there by applying few

animation tricks and made huge

hitboxes and snapping to the

enemy system to ensure that

you do not miss the target you

feel you should actually hit.

After a lot of iterations, tricks

and camera magic we hit the

spot with that “it looks 3D but

plays like 2D” feeling.

Q.) What does it mean to you to

be an independent developer?

A.) Lots of freedom and tons of

uncertainty. We as a team have

the freedom to create whatever

we feel like at the moment. On

the other hand, there is no huge

marketing machine and an

army of market researchers

behind you so every game

release is like a leap of faith. It

can be stressful at times. But for

me personally indie is a word

that describes more a type of a

game than a developer. We

work with publishers and

distributors nowadays so the

independence lays in the

freedom of creation, not in the

size of the team or the budget.

We often go upstream against

the metrics and monetization

trends with our games. That

what it means to be indie to me.

Q.) What can you tell us about

the storyline and the special

boss fights?

A.) Not much without spoilers!

The story focuses more on the

characters and their

relationships so we have a lot of

banters and jokes. It is a

fighting action game so players

do not care too much about a

complicated plot. For those who

do we have special rooms

scattered throughout the levels

that you can walk into if you

want to know more about the

world and the characters. We

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