While major AAA game studios are supplying many of the titles that everyone is talking about, like FromSoftware's Elden Ring or upcoming releases like Final Fantasy 16, indie games are finding a seat at the table. Some of the most widely-discussed indies online these last few weeks have been Stray and Cult of the Lamb. ZOR: Pilgrimage of the Slorfs doesn't have a major indie publisher like Annapurna Interactive or Devolver Digital, but Righteous Hammer Games has experience at studios like EA and Respawn Entertainment to draw upon.
Game Rant spoke to studio founder Clint Jorgenson and artist Gavin Yastremski about making the transition to indie development, and all the intricacies behind making a genre mash-up as ambitious as ZOR with a small team. Interview has been edited for clarity and brevity.
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Q: How did you both wind up in the games industry?
Jorgenson: We probably have different stories. I'm pretty old-school, my first gig was on this game called Def Jam: Fight for NY over 20 years ago. Then I was at EA for 13 years, I worked on a couple of SSX games and the whole Skate series. I met Gavin on a project called Plants vs. Zombies: Garden Warfare. That's when I left to start Righteous Hammer, and Gavin joined a few years later. How Gavin got into games I'm not sure though.
Yastremski: Yeah, my first game job was at EA about 10 or 11 years ago, I was there for nine years. I worked with Clint on Plants vs. Zombies: Garden Warfare, there were three of them and I worked on all three. I ended up moving to Respawn for just short of a year to work on Apex Legends. Then I shifted over, I got bit by the indie bug I guess. I was always intrigued and wanted to do
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