Tuesday, June 16, 2015

An Interview with Red Hook Studios: Creators of Darkest Dungeon


Getting Down to the Nitty Gritty with Red Hook Studios' Chris Bourassa (Creative Director / Artist for Darkest Dungeon)

An Interview by Glitchiee:

Darkest Dungeon is a rouge-like dungeon crawler focusing on the stress of adventuring instead of just the slaughter of enemies.  Including gameplay elements such as darkness, starvation, and stress relief, the creators of Darkest Dungeon, Red Hook Studios, have introduced a fresh concept leading to an amazingly addictive game.  For more information on Darkest Dungeon, check out P&P's original review and the recent Fiends and Frenzy addition.  Since Darkest Dungeon is such a great game that is not even out of the Steam Early Access stage, P&P just had to sit down with Red Hook Studios' Chris Bourassa for a bit of insight into the game and its development.

"Hey, Phil, it says 'full' right above your head."
"Dammit, Tom, I told you eight Boston Cremes was one too many.  Let's just make this dungeon 
quick before I crap my pants."

P&P: Welcome, Chris, so tell us…did you come up with the idea for Darkest Dungeon first or did the art inspire the game?
CB: The idea for a classically-inspired RPG that focused on stress responses and the human cost of adventuring came first, but the art wasn't far behind.  I think the theme was strong enough that we built both game play and art direction out of the same core ingredients.

P&P: Were the Lovecraftian tones always part of the game design or an aspect that was including at a later date?
CB: We're huge Lovecraft fans, and given that the game focuses on the mental strain of adventuring, it was a perfect combination!  The core design, art, and tonal influences like Lovecraft all came at the inception of the project—they were our core ingredients, and we structured each of them to reinforce the other.

P&P: Where do the various themes for the dungeons come from? Such as the ectoplasms, swine, etc.
CB: Diversity in an RPG is important, so making sure that each dungeon had its own identity was vital.  We talked about color temperature, types of monsters, types of objects you'd find—anything we could do to make the regions interesting and distinct.  Monsters were themed based on the dungeon environment, and also have significant game play differences.  The idea was also to make different heroes more or less effective in the different dungeons, encouraging players to experiment with their party comps.

"Psst...what happening now?"
"What's it look like?  She's playing a mean air guitar and that's made the beastie burst into tears."
"Oh...makes sense."

P&P: There is a good amount of humor in Darkest Dungeon. Who is the humorist of the group or does the entire team contribute?
CB: There's some black humor in there for sure—even a couple song cameos (check the Jester's camping skills)!  A dash of that stuff is important I think to offset all the bleakness found everywhere else in the game.  The same way the characters themselves have just a hint of cuteness in their designs, while the writing tries to incorporate just the slightest bit of levity here and there.

P&P: Is developing Darkest Dungeon a full-time gig with your lives on hold or is it part time?
CB: The only way we've been able to get where we are is by making it a more than a full time commitment.  For the bulk of our development, we've been using up our own personal savings/RRSP's, and spending upwards of 55-65 hours a week with no weekends for 2 years.  We're all experienced developers, and we knew going into this that there would be no way we'd ever get across the finish line if we approached it as a hobby.  This game was an all-in move for us, and we're so grateful that it has paid off.

P&P: So what is the environment at Red Hook Studios then? Do you all work together in the same office or are things done via telecommuting? Does everyone help with everything or are certain aspects individual only?
CB: We were in the same office for over a year, but recently we've been working from home while we look for a new spot.  It's been nice to try both approaches, but each has its pros and cons (that steam library though!).  There's a good amount of collaboration across the team, but everybody definitely has their core areas that they handle.

"Are you sure beating this thing with a sock full of soap is the best the plan?"
"Hey, it smells like corpse ass...so it can't hurt, right?"

P&P: How do you feel about the success of the game? Are you guys shocked? At this point, are you further along than you expected?
CB: We've been blown away by the response to the game so far.  It's very humbling to see so many people engaged with it.  It's definitely performed beyond our expectations and that has been incredibly rewarding and exciting.  We also feel a responsibility to our players to make sure that each update improves and refines the experience.  We want everyone who has joined our early access community to enjoy the ride right up to our 1.0 release in October!

P&P: And finally, what are the hopes for the future? Expansions? Possibly a Darkest Dungeon 2?
CB: We'd love nothing more than to continue to expand and grow the core game, explore other versions like board games/tabletop, and yes, if there continues to be a demand, a sequel would be amazing.  We love the game and the world, so it's a dream come true to be able to continue developing it!

P&P would like to thank Red Hook Studios (especially Chris Bourassa), not only for making an awesome game, but for also taking the time out of their busy schedules to sit down with us and discuss Darkest Dungeon.  And P&P wishes them nothing but tremendous luck in all future endeavors.  Gamers, hold onto your butts, because the full game release is right around the corner.  Stay tuned to P&P for more Darkest Dungeon coverage.

Writer: Glitchiee – Twitter / Twitch
Editor: Hank – Twitter / Twitch 

Coming up this Saturday on P&P: Fallout 4, Kiss Your Real Life Goodbye.

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