This interview is part of our Road to the IGF series. The IGF (Independent Games Festival) aims to encourage innovation in game development and to recognize independent game developers advancing the medium. Every year, Game Developer sits down with the finalists for the IGF ahead of GDC to explore the themes, design decisions, and tools behind each entry.
An Outcry sees a nameless character locked out of their apartment for the night, dealing with bigot neighbors and debating genocidal birds about their right to exist.
Game Developer spoke with Quinn K., Kitet Frog, and Leaflet from the Nuovo Award-nominated game's development team to talk about dealing with the emotional challenges that come from working on a game about disturbing real-world political movements, why the crux of the game comes down to a single choice, and why it's vital that we strike at cruel political subjects head-on to affect actual change.
Who are you, and what was your role in developing An Outcry ?
K.: I'm Quinn K., a 28 year-old indie developer and writer from Austria. I did a bit of everything on this game: the sprite portraits, the environments, the bulk of the writing, and team coordination. I even composed a small number of the music tracks on the OST.
Frog: Hi, I'm Kitet Frog, I'm the co-director/visual director for An Outcry. I did most (but not all) of the cutscene art, helped instruct other artists on the team, tossed ideas back and forth with Quinn, and so on.
Leaflet: I'm Leaflet, and I worked as a composer and FR Translator on An Outcry (and did a bit of sound design).
What's your background in making games?
K.: This was the first long-form game I've ever created. Before then, I started and abandoned a number of
Read more on gamedeveloper.com