Well, well, well. What do we have here. Seems like we got some goodies to share with you all about the upcoming, epic indie game coming out: The Other Brothers. Today, we sat with the developers and we discussed a little bit about what’s going on in their studios. This upcoming Monday, we’ll have another total exclusive trailer to The Other Brothers, where you’ll see more about the game. Let the interview begin!
Note: Thomas is abbreviated from Thomas Pasieka and has no relation to Thomas Wang (the Editor In Chief of IGM Mobile). Also, this interviewed was conducted in a conversation like manner, so the responses are all in chronological order.
IGM Mobile: Hey everyone! Would you care to introduce yourself?
Thomas: Let me introduce our team:
• Bjorn Hurri – Art Director
• Thomas Pasieka – Technical Artist and Level Designer
• Robert Cummings – Programmer and Mad Scientist
• Giuseppe Landolina – Cutscene Artist and Jack Of All Trades
IGM Mobile: How did you guys find each other, and decided to work towards making The Other Brothers?
Bjorn: Well, Thomas and I are old friends of many years and making a game together is something that we’ve always wanted to do. Late one night we started forging ideas and brainstorming which eventually lead to The Other Brothers.
IGM Mobile: How long has The Other Brothers been in development? Who struck the idea first?
Thomas: Well, the game came about between myself and Bjorn. It was late last year when we started putting together the concepts for the game and Robert and Giuseppe came onboard at the end of April to begin development of the title.
Bjorn: Yes, as Thomas said we bounced ideas between the two of us. A lot of late nights on webcam coming up with silly ideas and crazy thoughts but I think that is a big part of what The Other Brothers is, it’s funny!
Robert: Let’s look at the history of the team behind it. You’ve got Bjorn, who is Lead Artist at Opus Artz, having worked on many AAA games with all major publishers, Thomas who works for Disney and myself and Giuseppe from Simian Squared.
Giuseppe: What is great is that there’s a fun dynamic within the team. We’re all open to pulling from each other’s talents and experience.
Bjorn: We have almost 70 years of experience among the four of us, so the game is definitely in safe hands.
IGM Mobile: Is there an estimated release date?
Thomas: It’s planned to hit the store this Fall in an episodic format.
IGM Mobile: Would the other episodes be other apps or will they come in updates/DLC.
Thomas: We plan to release episode packs as updates to the original game, the exact details have not been decided yet but what we can say is that it will be insane value for money!
Bjorn: We are aiming for a low price point but with loads of high quality content.
Robert: That is something that the whole team is set on. For example, if/when it goes to console we want to make sure that gamers have a big meaty game to get their teeth into.
IGM Mobile: So, how does the game start?
Robert: Well it begins with a commotion outside our heroes’ garage, The Other Brothers stumble upon the kidnapping of a beautiful redhead and it goes from there; there is a twist though!
Thomas: We don’t want to spoil the story now do we, that’s for the players to enjoy!
IGM Mobile: What do you think makes this game special, or different from others?
Bjorn: Well, TOB is based upon the classic platformers of old but we are using the power of modern day technology to push the genre in a new direction with features that were previously impossible. We also feel that the story and general atmosphere will really resonate with players – it’s a fun, quirky experience chock-full of tongue-in-cheek nods to the retro gods!
Giuseppe: Bjorn has crafted a wonderful visual style, Thomas has some really great design expertise and Robert’s been programming since the stone-age so he actually got to develop for those old platforms!
I was able to develop some brand new tech for The Other Brothers which hasn’t been seen in any retro game out on iOS so far. For a start we’ve got a ‘virtual mode 7′ chip to emulate the classic SNES hardware – you can read about the technology behind TOB in our developer diary
. The big thing for me though is ‘empowering artists’ – Its something that Simian Squared stand by and here it allows these guys to really flex their creative muscles without being bogged down by scripting or technical stuff.
IGM Mobile: When do you think the game will be ready for closed testing?
Thomas: Well the way we develop allows for group-testing from the get-go, this allows us to organically adjust the game in collaboration with each other. At this stage it would probably be labelled ‘alpha’ but as I say, it’s an on-going thing. As far as opening up the testing to a wider group, we may well do but it is not at that stage yet.
Robert: I think we will be using TestFlight at some point so this will be a big step forwards that will allow testers and potentially even early fans to take a sneak-peek at the game prior to release. We have not yet decided on exactly when this will happen.
IGM Mobile: What can we expect in the upcoming exclusive trailer?
Giuseppe: We’re currently putting together the trailer which will contain previously unseen footage of the game, you will get a glimpse of a couple of the levels and characters in actual, all shot in realtime direct from gameplay!
Robert: It’s what you’ve all been waiting to see!
IGM Mobile: Anything else?
You can also watch Bjorn make art and animations in realtime on his livestream
, Thursdays from 8pm GMT.
Don’t forget to visit the official website at tobgame.com
where you can check out the official blog and feel free to drop us a message on Twitter @tobgame
More information will be available on Monday, May 26th, 2012. We hope for you to bookmark this page, and we’ll include a link to it as soon as it’s live. Here’s the current trailer to the game: