Game Developer Deep Dives are an ongoing series with the goal of shedding light on specific design, art, or technical features within a video game in order to show how seemingly simple, fundamental design decisions aren't really that simple at all.
Earlier installments cover topics such as lessons learned from ten years of development with Ingress engineering director Michael Romero, how legendary Dwarf Fortress programmer Tarn Adams updated the game for its official Steam release, and how the developers approached the balance between realism and simulation in Chef Life: A Restaurant Simulator.
In this edition, Rain Games CEO and level designer Peter Wingaard Meldahl reminisces on his team's thoughts in the aftermath of their first game's release and how they explored Teslagrad's roots to reinvent its sequel.
Almost ten years have passed since Rain Games released the original Teslagrad–a labor of love from a small indie studio located in Norway. Teslagrad, the side-scrolling puzzle-platformer with a magnetic twist, was released on December 13, 2013, and comes alive again this year with last week's release of Teslagrad 2.
My name is Peter Wingaard Meldahl, and I am the CEO and level designer at Rain Games. It’s been quite a while the team and I released the original Teslagrad. It was our very first game, and as a small team, we allowed ourselves a humble home-baked ceremony.
When we released the game, talks about what our next game should be began immediately. We decided not to do another Teslagrad game right away. It had been a grueling delivery, and the team had been living and breathing Teslagrad for years to make it happen. We were also worried that if we immediately jumped into a sequel, it would simply be made up of
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