![]() So every game counts, make them as good as you can. ![]() "Every game counts, you won't be making 25 games in your career. You have to be strong-willed and determined and passionate to see it through," she says. "I would say two key things: not making games as a marathon. I asked Marchal what she learned from Quantic Dream that influenced Interior/Night. "And one leads into the other as well: when you have people who are authentic to life, you have a whole diversity within the workforce."Īnd that extends to the game's cast too, "to make sure that lived experience really comes through in their portrayal of the character," says Desodt. "I think authenticity is, for me, a real pillar of the studio, and the games we make," she says. She was so clear about what we're making, and why we're making it and who we're appealing to."ĭesodt is equally as passionate about developing a multicultural, diverse studio. "And having a creative director who has that clarity of vision is like gold dust. "I loved the clarity of vision," says Desodt of Marchal. Marchal is joined at Interior/Night by Charu Desodt as production director, whose previous work includes Sony's Singstar franchise. "I want to work with people I love and respect and work on this game specifically, so I took the chance." "I was in the industry for 15+ years, I was pregnant with my second child and thought it's now or never," she says. As Dusk Falls is a similarly narrative-driven game.īut following her time at Quantic Dream, she decided to set up her own studio with diversity and authenticity at its heart. She's known for her work at Quantic Dream as lead game designer on Heavy Rain and Beyond Two Souls. As Dusk Falls - Xbox Games Announce Trailer Watch on YouTube
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