
Is there anything you’ve learned throughout this process that you’d like to share with other students? From going to events, we learned more about what people expected from the game, and we were also really happy to find out that the audience we are going for really liked it.

Looking back on it, we initially didn’t want to show the game because we didn’t think it was ready yet, but it worked out in the end. This was even more amplified by the fact that this was our first real game - we had never made anything like this before. When you work on a game for so long, it’s hard to predict what the audience reaction will be. How has the festival experience been for you? Back in March, we unveiled our game for the first time at the PAX East event in Boston, and we got a lot of good press from it. Adult Swim also found us awesome opportunities and spaces to show off the game, such as big events like PAX and IGF. They’re helping us do all kinds of things that we simply don’t have time for, like marketing, PR and distribution. After a long deliberation, we ultimately agreed that the Adult Swim Games deal would work out the best. And we got a lot of email from publishers looking to fund or publish our game.Īdult Swim Games was one of the many publishers that contacted us. From there, we got email from people who wanted to work with us. People within the games industry, from developers to press, found out about our game from those forums. Can you talk a little bit about the game development deal that you have with Adult Swim?Įverything really started for us once we posted the first pictures of Death’s Gambit on several indie game forums, such as TIGSource.

There are other story inspirations, but I’ll let people figure those out when they play the game. The world itself is inspired by Studio Ghibli’s work, Lord of the Rings and Attack on Titan. It might seem like an odd inspiration, but the philosophy behind the story draws upon several ideas from that series. The initial idea for the story was created after I binge watched all of the Ghost in the Shell series.

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It’s hard to say one thing in particular.įor the gameplay, Death’s Gambit borrows inspiration from Castlevania, Shadow of the Colossus, the “Souls” game series and Spec Ops: The Line. We gathered inspiration from a lot of our favorite stories, games and movies.

The goal is to make the game more about strategy and well-planned play and less about perfect “twitch reflexes” or “muscle memory.” What inspired the concept? Were there any influences in particular? Beating an area’s powerful boss rewards you with newer, better gear and weapons that will help you progress to the next area. The only thing stopping progression is generally whether you can beat a certain enemy or area. If you had to pitch Death’s Gambit right now, what would you say?ĭeath’s Gambit is a challenging 2-D action-RPG that focuses on big, amazing boss battles set in an interconnected, non-linear world. He also founded his own production company and signed a development and distribution deal with Adult Swim Games for his 2-D action-RPG Death’s Gambit.Ĭanellas talked about his breakthrough in the industry, his creative vision and lessons learned along the way. The senior enrolled in the Interactive Media and Games division (IMGD) will graduate next month from the top-ranked games program in the country. Life is moving ahead, swimmingly, for USC School of Cinematic Arts student Jean Canellas.
