The pleasure of transforming sand to water in Sword of the Sea | Matt Nava interview


I played from the first moment Sea sword In the summer game Fest game days, I knew this wonderful game was like a play trip from this wonderful game, the year before the years of this wonderful game, a giant squid, which was created at the time of Matt Nava’s play studio.

I played the beginning of the game. You start as an anonymous character in the sand. You start surfing through the sand as a snowboarder in SSX. Except you did not ride in a snowboard. If you walk on a sword, you slide up in the sand, as if you were in the hoverboard.

Strange, Snowboard’s experience Matt Nava was inspired by the creative director of the game and the founder of the giant squid. He told me that he was inspired by both a snowboarder and the surf and the feeling of moving rapidly. When you are at the moment, this is the meditation of these extreme sports. It’s about to return to nature and contact him.

When you slip in sand and other peaceful games, we saw this type of play in the flower you have turned a city gray from gray. The previous and absor of the company, the company has pictures in the sword of the sea. When you use a sword like a mysterious character in the Sea sword, you do not use violence. As this character, you are looking for something, but I didn’t learn what was in my short demo.

The game has beautiful music, but you play the game in silence. There is no dialogue. There is no negative narrative. This is like a poem’s video game version or a silent movie. In the game, it moves around, solves puzzles and turns the sand into the sea. It is a very satisfying experience.

I noted how a giant squid was closing with this game, how many giant, financing, financing, high costs and the lack of gaming players. However, in our conversation in our Nava conversation, the company has been in Brink for a while until it supports the company. It was an interesting conversation in the middle of a very chaotic demo day at the summer game festival.

Here is a transcript edited by our interview.

Matt is the creative director of Nava and the president of a giant squid.

Gamesbeat: What inspirations are for this? I see a lot of travel here and see your first game.

Matt Nava: After that, our game is not a pitch. It was all about really fast and moving speed. All of these ideas. But really, inspiration consists of being just a snowboarder and surfing myself. In fact, when you do these things, you move fast, and it is extremely, but such meditation is meditation. I am interested in the meditative, spiritual side of these extreme sports. Usually video games describe extreme sports, simply more about its surface level. It is not due to the real reason for people returning to surf. You want to be in the wild. You want to contact the nature. You want to explore.

The mysterious hero of the sea sword.
The mysterious hero of the sea sword.

There is such a magical sensation you can get. This is what we are trying to achieve this game. Take action and speed, but start to contact this flow and contact the scene.

Gamesbeat: Is all silent? No one talks, don’t have a narrative?

NAVA: Yes, there is no dialogue in the game. There is definitely the characters. You will face another mysterious character along the way. It will be a story that plays when you make your way in the world. There are many different bioms to explore outside the sand. You will see in the trailer we just put in the showcase. There are snowy areas and other things. We tell the story with a kind of atmospheric narrative.

Gamesbeat: Do you still need a narrative designer for this?

NAVA: Yes, yes. There is a writer in this game. It’s hilarious. We like, “Okay, no words, but please help us.” Excellent. The next version contains small products you can find and read more about the world’s rear stand. You will be able to read some small poems about history. Very thin, the way we do it.

Gamajbeat: Is it all connected directly to your past games?

NAVA: All our games are closed in a way. Let the players we want to do with these links. We will definitely provide them some tips and work. But we never know exactly how they join. We have footprints and indirect images so you will know some things if you have played these games. You will see the connecting space to make sure.

Gamajbeat: Animation and the environment, it seems like you know what you do, just like both areas. Sand and sea. There was something very familiar to do this, or should you learn more?

The sword of the sea comes to Playstation on August 19.

NAVA: Funny. I thought, “I did a sand game. I did a water game. It will be easy.” But then we’ve added something new to the area. Constantly moves in every frame. He said that we should invent this new technology. This is a very special piece of technology you can move at high speed with this wave. Familiar, at the same time it was a completely new problem. It was very fun.

Gamesbeat: How long have you been thinking? Is this planned to be released yet?

NAVA: Yes, it will soon be on August 19. We have to finish this thing. We’re almost finished.

Gamesbeat: Which platforms are going on?

NAVA: The PS5 and PC will be in the store of steam and epic games. The first day in PS5 will be in the Playstation Plus service.

Gamajbeat: Do you learn a lot about the main character or stay mysterious?

NAVA: It is very mysterious. These small fragments are more information about the product you read these small fragments. In the beginning it is a type of empty suit. You see the drop hit him and revitalize it. This is an empty creature. Looking for something.

Gamajbeat: How would you compare the development of past projects? Moved faster?

NAVA: Every game I do takes three to four years. This is the four years of work so far. After the pandemic, it was immediately after being pushed. It was the first game that we started remotely as a team. We had to understand all this. The team came together. What they pulled is quite amazing.

Your sword is a hoverboard in the Sea sword.
Your sword is a hoverboard in the Sea sword.

Gamesbeat: How many people are there in the team now?

NAVA: We have 16 or 17. A medium-sized team.

Gamesbeat: And this deliberately?

NAVA: This is our personality. We like to keep small. We are a group of friends close, mostly strange, we play games there.

Gamajbeat: There is a sword, but your games are not violent in general. Should you use the sword?

NAVA: Funny. The first game I have made with a sword, we don’t do a fight or anything. There are things you cut. You saw the little ones – he interracted it and leaks it and leaps it. Then there will be some kind of antagonist you have met. There are scripted moments. Yes, there is no moment for the moment of the battle in the game. Really about movement. The sword is part of hered.

Gamajbeat: Do you think of anything that no one needs to understand? Is it failing if someone doesn’t know what to do next?

NAVA: When we have prepared the game, one of our big problems was to do so, you can actually play and discover how to play and make anything look. Just arbitrarily. As you are secret, we teach you something secret. First, we show a little text that tells you that you are skipping and so you are. But we understand how you know how to waste hidden items. We have to tell you. Trying to get out of your way and be in the game, don’t remind you of playing the game.

Gamesbeat: Is your own engine?

NAVA: This is an unreal engine, but if we are very small, our team is unique to us, we do a lot of special indicators. Not all other non-real engine games. It has a very unique visual style, and this is really an unrealistic start of special technology.

Gamesbeat: What is hard to get it?

NAVA: The biggest problem is that this character movement is just true. We are working on how to get out of jumps and interact with the movement of waves. Do some things like – you go faster in the sand. You go faster over the water. You go to the china slowly. Navigate automatically at the speed that feels everywhere, without any speed control for the player. Just make sure that all feel good when you’re all moving, it’s what we work for four years.

You will then discover environments with snow and lava in the game. Some very unrealistic environments. We get these scenes you’ve seen before. You saw a desert view. You saw the water. But it is not. You have never seen the water mountain. You have never seen such a moving area. There will be no places you don’t expect to see in a game like this.

This game was one of the biggest challenges when I fixed it. I would get acquainted with the art of a concept. “Imagine this cartoon. Think of these waves move.” “You just show me the picture of the desert.” You should see this in action to understand this. But once, if you feel once, everyone says “Okay,” says.

Things you see in the middle of the desert.

Gamesbeat: How did you finance this game?

NAVA: We are in favor of Sony. Sony became a financial support. They became great partners. They believed in the team and I realized the game that believed in us. We had a close partnership in the past. We worked with them in PS4 to send it as an exclusive console a day. They have always been close to the studio. There is an excellent team in Playstation Indies.

Gamajbeat: Did you say how well your past games have been doing so far?

NAVA: I don’t have these numbers in my hand but the good thing is that it is enough to go. They were successful. We still have to be financed from large companies, but each of our games found its fanatbas. We turn off our trailer and we also have a difference. Everyone was mad. It’s really fun to see. We are already making a new fan art of a great belonging to the team.

Gamajbeat: Although the rest of the industry, it seems like you hit a step here.

NAVA: It’s been a difficult time with so much studio closure. We were memorized for a while. It was really rough last year. We felled and hardened. Sony really entered and helped us. Let’s do it and finish the game. We are grateful to them for helping us to have a really difficult time.



Source link

Leave a Reply

Your email address will not be published. Required fields are marked *