We interviewed HighFleet developer Konstantin Koshutin. We learned how a team of two people managed to create an indie hit that violates the rules of game design and combines mechanics from simulators with action and strategy.
Yes, it's like Noclip.
Interviewer: Nikita Zhuravel
The guest: Konstantin Koshutin
Worked on the interview: Nikita Zhuravel, Evgeny Ramazanov
Voice: Igor Popov / bdolah2002
Editing: Slava Pleshchev
00:00 Introduction
05:00 About outsourcing. "Finding a person who loves the same things as you is a dream"
06:54 "My biography is full of accidents that led to a game development and success in it"
07:44 "Before the release, we knew that we would drop 20% of almost ready-made mechanics. And that's right"
09:56 Didn't you have enough plot in HighFleet? Konstantin too.
10:19 How game design of board games affected HighFleet.
13:04 Konstantin's game designer's thing.
13:55 What inspired you when creating HighFleet.
17:49 About the violation of the rules of game design: "I violated them a lot and found out about it after the fact."
22:10 Where did rulers, pencils and erasers come from in the HighFleet interface.
26:11 The press wrote about the game, but the blogger turned out to be more useful.
27:50 On creating a narrative in indie game: "You need to use simple but expressive means."
30:15 About the impact of simulators on the balance of HighFleet.
31:34 HighFleet has a very authentic sound design — how did it happen.
35:30 About publishers, money and plans for the future.
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