With Peaky Blinders: The King’s Ransom being based on a hugely loved show, how do you tackle creating a tale within that world? And were there any challenges you faced trying to work around what is already there? Plus you need to have some sort of agency with them too. They need to feel like they are really there. So that throws up a LOT of questions because when you put a character in VR. It ultimately leads to avoiding all the characters. As it’s a thing that people have really avoided but it’s such a big thing to avoid in games. What we really wanted to tackle mainly was characters. But the thing we really wanted to do though was to move into world exploration in a bigger way, with more drama and character building. There were other IP’s that we were bouncing around and are still being talked, for sure. Before you secured the Peaky deal, was it top of your list of wants and, if so, why? And I think they could see we were empathetic to the show, and the way we worked with the show runners.Īnd they ended up saying ‘yes’ to us making the game based on the show. I think what really helped was all the work we had done with Doctor Who. I really wanted to take that over and do something around how we developed character interactions. Many years ago I worked on a PSVR title called the London Heist. We really loved the world of Peaky and are massive fans. When we finished Doctor Who, we really wanted to do something that was a bit more character-driven and had drama. Read More: Peaky Blinders: Mastermind review – Close to Clever It isn’t actually a BBC IP, it’s Caryn Mandabach and Banijay productions who are the companies behind it. Maze Theory’s Russ Harding: Interestingly enough even although its broadcast by the BBC. TechStomper’s Stuart Cullen: Was a game based on Peaky Blinders a natural progression from the studio after the relationship you have built with the BBC on the Doctor Who games? We spoke to Russ about bringing the world of Peaky Blinders to VR, working with the show’s talent and what the future holds for the studio.
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