Coloropus: Interview with Pigsels

I know it’s been a while since we did the Coloropus story, but we have some more info from team Pigsels. I was able to get an interview with the team about some of its history and game direction. Engaging with me is team lead designer/programmer Eugene Wolfson and programmer Paul Vasiliev. So without further ado, here it is.

Marcus Fant: I’ve always found it fascinating to explore and learn about how or why development teams form. That said, when and where did the team first come together to work on this title?

Eugene Wolfson: Speaking strictly on time and place, I can say that Coloropus was first conceived February 2011 in Minsk, Belarus.

MF: Level details are very lush and incredible. I’m thinking that it must take quite a bit of people to raise a project’s quality. How many members are part of the project?

EW: It’s hard to completely define the borders of a development team while working on an indie game. On the one hand, you can call the “team” those individuals who are constantly working on a game to bring it to fruition. On the other hand there are participants still, whether infrequent or not, whose contributions are necessary to get the process complete; these are freelancers who focus on a particular aspect of the game development.

Paul Vasiliev: At our core there are four persons, but of course the main credit goes to our designer. Regularly nagging at his brain does wonders on the quality and degree of the visual details.

[laughter]

MF: So, how did the name of the development team come about and is there any relation to the upcoming title?

EW: We have an unfinished game about some wild pigs and a farmer. Actually there are two parts to that game, made long ago with Macromedia. The pigs are cool—round, pink and cheerful. The company name is adopted from that title. As far as Coloropus goes, there are no relations…though everyone shall know that pigs and octopi are best friends!

MF: The trailer shows this octopus struggling with a path and while doing so, it utilizes various methods to clear the way. How much of what the trailer shows comprises the overall gameplay?

EW: Yes, the first teaser video shows a moment when the main character is trying to open a path by dealing with an underwater door. But it’s only a teaser and shows only a fraction of the gameplay. The main game mechanic is built around solving physical puzzles with color-based elements, where you mix and match. Add a wide variety of different underwater creatures with their own goals and behavior, a large world built from the surface down to the deepest darkest nooks of seabed, a captivating plot and some cool ambient music and you get Coloropus.

MF: Like all things, game development is a process. Take me through that process for Pigsels.

EW: It’s not enough to think up an idea for a game, then draw, program, dub and animate it. You have to do it fast enough and at the same time not lose the main idea. You have to create a game that gives its players an unforgettable gaming experience. But it’s still not enough when you have done all of the above. You still have to sell your game, to bring it to everyone’s attention so it can become known and appreciated as it deserves.

MF: What are some of the final steps prior to release of Coloropus?

EW: Right now, we are concentrating on the last touches to the gaming experience, producing the final movie and negotiating with potential publishers.

MF: The game will have rendered movies?

PV: Yes, the final movie will be a full-fledged rendered movie, made outside of the game’s own engine.

MF: Which platforms will Coloropus be released for?

EW: It will debut on Windows, Mac OS X, Linux and an online browser-based light version of the game—which will be available completely for free, so follow us on Twitter!