It was a long and intense period of research, aimed at grasping the essence, the soul of the saga and to imagine how it could have been today.ĭo you feel any kind of responsibility or burden to fans of the series?Įvery morning, every hour that we add a piece to ‘Origins’, we feel obliged to the fans and the creators of the saga. This thing filled us with emotion and we felt honored and a duty to give a passionate rebirth to the saga.įrom there, the research focused on Simon’s study on a psychological level: why was such a small boy already so pedantic and acidic in his way of speaking? Also, his character, possible conflicts with his parents, the study of a credible and intense background were all discussed.Īnd then the study of the characters, of the environments, of the sagas mentioned in the first episode, of the references. We had a great idea that we presented to Mike Woodroffe (original author of the saga), who was amazed and excited. ‘Origins’ was born out of passion and love for the saga: therefore, the study and pre-production was not focused mainly on the commercial operation. How have you managed to capture or retain the spirit of the originals? We’ve got extremely fond memories of the original Simon the Sorcerers on Amiga and PC. It will be a very intense title, for everyone. There will be everything that made this adventure one of a kind: that fairytale flavor, quotes, very subtle links to the first episode, sour comedy, nostalgia and yes, even a few tears. Yes, he will find himself entangled in a spiral of situations that will actually start the story of the saga, motivating aspects that in reality had not been well defined. Our game unexpectedly but perfectly fitted with the events of episode 1. There will therefore be an ever-young Simon, practically the one from the first episode. Simon The Sorcerer Origins is set a few weeks before the first episode, released in early 1993. I also love smaller and extremely original productions: they give a great breath to creativity and allow total control.Ĭould you give us a quick rundown of the game? I have produced over 40 titles, of various types and sizes. With my productions, I have received several awards, some I would never have imagined, both at Italian and international level. I have almost always dealt with narrative titles and I have made some point and click adventures such as Martin Mystere Operation Dorian Gray and Diabolik Original Sin, which achieved great success on PC. Subsequently, my path as a developer expanded and evolved again: I created Light Shock Software by making titles such as Pray For Death, the award-winning Fightin’ Spirit for Amiga and Black Viper, and later I worked and created A and AA titles for companies such as Ubisoft, Microids, Sony, Disney, 505Games and several others. My story as a developer begins 33 years ago (my God, a geological era ago, thinking about it) on Commodore64 and Amiga, as a graphic and game designer, starting to work in the first Italian software house while still studying design. I am the Game Director and Designer of Simon the Sorcerer Origins, together with another good collaborator of ours. Hi, could you please introduce yourself and your role on Simon the Sorcerer Origins?
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