This interview is part of our Road to the IGF series.
ABRISS - build to destroy is a game about destruction, having you build up structures only to knock them down in some spectacular fashion. And usually in such a way that you have to hit certain targets. How do you blow up a building in such a way that you hit that little target over there?
For their IGF Best Student Game-nominated title, Randwerk Games eG had a talk with Game Developer about the design details that go into making something satisfying to destroy, the challenges that come up when you're dealing with these kids of complex explosions and collapses, and the thoughts that go into making a building-creation system when you're just going to break the results in the end.
Who are you, and what was your role in developing ABRISS - build to destroy?
Johannes Knop, co-developer ABRISS - build to destroy: Hi, I’m Johannes Knop. I did a lot of the coding, game design, some sound and music, and some UI work. A lot of business stuff, too. We’re just three people, so everyone does many things.
What's your background in making games?
Knop: I have a Bachelor’s Degree in Game Design (almost finished my Masters). This is the first commercial game I've worked on. It’s the first project of that kind for my teammates, too. We’ve worked on many projects at the university before, though.
How did you come up with the concept for ABRISS - build to destroy?
Knop: ABRISS is kind of a successor to a game Till Freitag and Friedrich Beyer had worked on for a university course a couple of years back which was called ANTITECT. The premise of the game was destroying buildings and then getting resources depending on how much was destroyed. They approached me in the Summer of 2020 to try to
Read more on gamedeveloper.com