This interview is part of our Road to the IGF series.
Inscryption is a compelling card game played with mysterious strangers in a house filled with puzzles and further oddities. To claim victory in these games might require an unpleasant sacrifice from your in-game character, though...
Game Developer spoke with Daniel Mullins, creator of the multi award-nominated title at IGF, about how the concept of "sacrifice" would infuse much of the project, what interested them in adding the puzzle room elements to the card game, and how Daniel Mullins Games overcame the legibility challenges that came from designing the visuals of the cards.
Game Developer: Who are you, and what was your role in developing Inscryption?
Daniel Mullins I’m Daniel Mullins and I’m the primary creator of Inscryption as well as other indie games such as The Hex and Pony Island. It would be easier to define my role by saying what I didn’t do! I didn’t compose the music or create the sound effects. I didn’t create any 3D art from scratch. I did pretty much everything else though.
What's your background in making games?
Mullins: I’ve made games in some form since I was a kid. First, it was on paper, and then later with programs such as Flash and RPG Maker. When I learned programming as a computer science undergraduate, I moved on to more advanced tools like XNA, Cocos2D, and eventually Unity. After graduating, I entered the games industry as a programmer for a few Vancouver-based game studios. After a couple years of learning from industry veterans and tinkering in my spare time, I released my first commercial indie game: Pony Island. Since then, I have been a full-time indie developer.
How did you come up with the concept for Inscryption?
Mullins: Inscryption
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