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Lead designer interview kerbal space program 2
Lead designer interview kerbal space program 2







lead designer interview kerbal space program 2

Barely believing his luck, Felipe set out to bring the Kerbals and their space program to reality.ĭesigning the Kerbals had a simple yet complex directive: embody the spirit of the game. He tried to quit, but the owners insisted he instead presented a viable video game project idea. Felipe was an employee at Squad for some time when one day he couldn’t take the stress of marketing anymore. Every year, the owners of the agency asked their employees to come up with original projects, and if there was a good and viable idea, it could get developed. He called the little guys Kerbals, and for all those years he carried both the name and spirit of Kerbals within his heart and mind.Ī few years later he found himself working for Squad, which started out as a marketing agency, specializing in interactive technologies development. One of them was Felipe Falanghe, our lead designer, who had enough creativity to come up with the idea of strapping little tinfoil men to fireworks, and not enough parental supervision to actually try it.

lead designer interview kerbal space program 2 lead designer interview kerbal space program 2

Inspiration came from the oddest yet perhaps most fitting background imaginable: two kids playing space program with fireworks in Sao Paulo more than a decade ago. We needed a lighter, fresher, and more encouraging experience. It’s important that every mistake in the game feels like an opportunity for the player to learn something new and interesting, instead of a grim portrait of real failure. We needed somehow to portray the seriousness of the game’s subject, but at the same time give it a more “gamer” friendly tone. Physics, astrophysics, trajectories, combustion, gravity, can be really dense concepts to explain, and even more if you’re trying to make a sandbox game about space exploration. Therefore, we needed pilots who would help us somehow change the tone of space exploration. However, we realized that the game’s tone would be heavily affected if the player were to have every mistake be followed by the death of a digital human being.

Lead designer interview kerbal space program 2 simulator#

Almost five years ago, we began the development of our very first title - a space program simulator that would showcase the reality of the physics of space exploration.









Lead designer interview kerbal space program 2