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.
Paradise Marshasks the player to lose themself in a peaceful marsh, catching insects and critters to restore the stars to the sky.
Etienne Trudeau, the game's designer, and Rich Vreeland (Disasterpeace), sound designer and musician, spoke to Game Developer about their Excellence in Audio-nominated work, telling us about the game's origin as a fake Famicom game, how they created a harmony between the insect sounds and the world itself, and how to make a beetle sound like Johnny Bravo.
Who are you, and what was your role in developing Paradise Marsh ?
Trudeau: My name's Etienne Trudeau—but I'm known online as LazyEti—and I designed, coded, and created the art for Paradise Marsh. I worked closely with Raphael Dely who wrote most of the dialogues and poems while Rich Vreeland (Aka Disasterpeace) did the sound design and music.
What's your background in making games?
Trudeau: Over recent years, I worked in the game industry as a 3D and technical artist. In the past, I participated in many game jams and projects, but Paradise Marsh is the first game I completely finished and released commercially!
How did you come up with the concept for Paradise Marsh ?
Trudeau:Paradise Marsh's first prototype was originally created during "game by its cover" game jam. The concept is based on a fake Famicom cartridge that reads as follows:
"Nothing is more beautiful
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