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Journey to the savage planet directors
Journey to the savage planet directors










Most of the games I’ve made you either build your own character as in Spore, play as yourself as in Savage Planet, or your pretty much jut a vessel for the player’s whims as in Far Cry 4, so I much prefer crafting the villains. What have you found easier to create from scratch in your career: a great villain or a great hero?Īlex Hutchinson: Great villains are a lot more fun.

journey to the savage planet directors

I like facts and I like rules, so game design and engineering were a good fit. I’m a hyper practical person, so I’m not a fan of grand, flowery statements. The need for structure and a logical flow in writing helped me gain a superficial understanding of gameplay engineering, or at least what was possible or not, which meant I always communicated better with engineers. What experiences gave you that appreciation for engineering?Īlex Hutchinson: Writing! I was a freelance writer and published a bunch of articles and short stories and even a young adult novel. You once mentioned that it was essential to have an understanding of engineering, particularly as a designer – but you also got into the industry not being able to draw or code. Ty Carey Art Director at Armello makers League of Geeks and Trent Kusters from there are also friends who started out at Torus. Another old friend, Greg Palstra, was head of engineering there too and now he’s GM of the Activision Melbourne studio after a stint making FIFA. In fact I met my current business partner, Reid Schneider at Typhoon while he was an external producer and I was a designer at Torus. Kotaku Australia: You originally landed a job at Torus Games – have you ever kept in touch with some of the staff from your time there? Do you ever reminisce about going back to Melbourne and starting a studio there one day?Īlex Hutchinson: I have many friends from back at Torus. “I think in a few years it’ll be all digital with an optional physical edition which is only a limited special edition like the old days for super fans.” “I think this is my last game that’ll launch on a disc sadly, and I’ll miss it,” he said. ❤️ /TCywwQbXyM- Alex Hutchinson January 11, 2020īut it’s an experience that Hutchinson, who shipped multiple boxed copies during his time at Ubisoft, doesn’t expect to have for much longer. Surprisingly exciting to find our game out in the wild in the place I used to shop for games for twenty years. Wandered into a game store in my hometown here in Melbourne and saw this. Hutchinson was recently back in Melbourne, and tweeted about browsing through what used to be his local EB Games store, musing on the experience of finding your own game on the shelves.

#Journey to the savage planet directors manual

“I love physical media, but they’ve already murdered the manual and the cool game box pack-ins, so there’s not much to lose sadly,” Hutchinson told Kotaku Australia over email. But according to Hutchinson, it’ll probably be the last game the studio ever ships on a disc. The game is the first title from Typhoon Studios, a Montreal-based developer founded by Aussie ex-pat and Far Cry 4 creative director Alex Hutchinson and Reid Schneider. Helped build Savage Planet, and we’ve added some great new talent as well.This week marks the launch of Journey to the Savage Planet, which we’ve been enjoying so far. “We’re fortunate to have put together an amazing team, many of whom

journey to the savage planet directors

We would like to thank our partners at Tencent, Google, and 505 for their support.,” added Reid Schneider, Studio Head at “We’re super excited to continue the work we started at Typhoon Studios, and build upon the Journey to the Savage Planet franchise in the future.

journey to the savage planet directors

We’re going to keep pushing on those ideas and we’ll have something to show soon!” Humor and a big heart, and games with strong flavours that get reactions from players. We love systemic games, games with a sense of Own before we start talking to publishers. “TheĮarly investment from Tencent is a huge boost, meaning we can do significant work on our “We’re excited to be back in the indie space, making the games we truly believe in with anĪmazing new team,” offers Alex Hutchinson, Creative Director at Raccoon Logic. Racoon Logic has hit the ground running by gaining the rights to the Journey to the Savage Planet intellectual property, and by the sounds of it, that’s what the studio will set to work on right away thanks to a sizeable investment from the all-reaching Chinese tech firm Tencent. And finally, Marc-Antoine Lussier, who is also a co-founder and the studio’s technical design director with a rap sheet including hard time at Google, Ubisoft, and Typhoon Studios.










Journey to the savage planet directors