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We interviewed HighFleet developer Konstantin Koshutin. We learned how a team of two people managed to create an indie hit that violates the rules of game design and combines mechanics from simulators with action and strategy.
Yes, it's like Noclip.
- Interviewer: Nikita Zhuravel
- The guest: Konstantin Koshutin
- Worked on the interview: Nikita Zhuravel, Evgeny Ramazanov
- Voice: Igor Popov / bdolah2002
- Editing: Slava Pleshchev
00:00 Introduction
05:00 About outsourcing. "Finding a person who loves the same things as you is a dream"
06:54 "My biography is full of accidents that led to a game development and success in it"
07:44 "Before the release, we knew that we would drop 20% of almost ready-made mechanics. And that's right"
09:56 Didn't you have enough plot in HighFleet? Konstantin too.
10:19 How game design of board games affected HighFleet.
13:04 Konstantin's game designer's thing.
13:55 What inspired you when creating HighFleet.
17:49 About the violation of the rules of game design: "I violated them a lot and found out about it after the fact."
22:10 Where did rulers, pencils and erasers come from in the HighFleet interface.
26:11 The press wrote about the game, but the blogger turned out to be more useful.
27:50 On creating a narrative in indie game: "You need to use simple but expressive means."
30:15 About the impact of simulators on the balance of HighFleet.
31:34 HighFleet has a very authentic sound design - how did it happen.
35:30 About publishers, money and plans for the future.
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