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I can only state that it won’t be Machinarium 2. I will not reveal anything of our next project, as it is not clearly defined yet. Sales shifted our expectations, so we are very glad and happy that we’ll be possible to continue our activity not being dependent of somebody. Yes, we’re going to port Machinarium for several other platforms.Īre you satisfied with Machinarium sales? Shall we wait for a new meeting with Joseph? Is there a chance that Amanita Design somewhen will do console game? For example, Flower for Play Station 3 proved that platform is not an obstacle for idea development. Now we are seven, and we need one person to work with us on the next project. Another reason is digital distribution, which allowed small independent studios to create games on their own and with acceptable prices.Īre you going to enlarge the team of Amanita Design? And as for independent developers, they have to experiment, to try to create something new and innovative. But they don’t want to bear risks and to experiment, so in fact they just improve those lines which they already have. Looks like there is the only reason: big companies develop big games, budgets of which become even bigger. Are the players and developers tired of big hits causing vomiting? From your point, what is the reason of sales rise and production rise of indie things in the last years. Game industry is a continent where indie developers found their place. Czech branch of 2K is finishing work on Mafia 2, here there located studios of Bohemia Interactive (Operation Flashpoint, Arma), Centauri Production (Memento Mori), Future Games (Nibiru: Age of Secrets) and several other less known companies. I am not informed well of this issue, but I can say definitely that for such small country the scale of local gaming is rather big. What is the state of game industry in Czech Republic? And one more thing: we really do not seek fame. The same for Adolf Lachman – he is very respected artist, he has plenty of fans worldwide. For example, Vaclav Blin is one of the best modern Czech animators, and everyone here knows that. You better ask them, but I guess that they are satisfied, as they are enough popular. Are the rest members of your studio offended with less attention? I like small titles, because you can play them up to end even if you are very busy and don’t want to sit beside computer all the leisure time.Īll games by Amanita Design are associated only and exclusively with you (also with Tomas Dvorak, may be).
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But we like more the projects of smaller size: at first, it is possible to make them with small team in reasonable times (creation of Machinarium took three years), secondly, I think that today there appeared tendency to make shorter games, because most players have no patience to waste weeks for walkthrough of one project. You are sure right, it is not as big as Grim Fandango and many other games. I suppose Machinarium by it’s size is quiet corresponding to Syberia. For example, to develop Czech answer to Grim Fandango or Syberia. But would you like, just for interest, to deal with big project. You chose a cozy place at the periphery of game industry and create small masterpieces that warm souls of esthetes and simple admirers of quests. I think that still there known little about games as of art type, and that is why they are so incredibly fascinating to create. In games you have practically the same possibilities for creativity as in films, and something more – a chance to involve in creative process the player himself, who therefore becomes a part of gaming world. I grew up with illustrated books and cartoons which I still like very much, but except them in my life there were computer games (my first computer - Atari 800XE), and I liked them much more. Why did you finally decide to create games, not pictures or cartoon animation? Jakub, you graduated Academy of arts, architecture and design.
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Jakub appreciates freedom and independence most of all Among such romantics, for sure, is Czech creator Jakub Dvorsky, who made brilliant projects Samorost, Samorost 2 and Machinarium, and recently we were happy to make his interview.
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In game industry ocean there sail not only big frigates of big companies, catching hearts and wallets of players, but also small boats of independent romantics who perceive the world easier and innovatively at once. Jakub Dvorsky: «Our next game is definitely not Machinarium 2»