Interview Background
We run into the sU game and its developer Guillaume Bouckaert during PAX West 2016. The sU game is a minimalistic-styled platformer game, as the introduction says, it is "an endless platformer where the score is a puzzle, find meaning in an environment that‘s ever-changing."
sU game website:http://su-game.com
Guillaume Bouckaert
Tell us a little bit about your team. (such as which city is it based? how many people are working on this projects? how long have your team been working on it? How do you like the PAX event so far?)
The team is actually just me: I work on everything from the design to the art to the programming. I have somebody helping me out for the music and the sounds but apart from that I work alone. I’ve been working on the game on and off for about a year and half.
I’ve moved a little during that time. I lived in Montreal for a time, but I’m now back in Brussels.
PAX West has been awesome. It was my first time attending a PAX event, and I loved it. People have really liked the game too, and I’ve got a lot of great feedback from it all.
When did you decide that you wanted to be a game developer? What are the ups and downs as an indie game developer?
I wanted to be a game developer because it’s the best medium in the world to express yourself. And also because it’s relatively fresh compared to other mediums: you can invent totally new things (a little less than before, but still).
The ups and downs, well, they’re linked to the fact that you work alone on your game: whenever you might get stuck on something (be it code, design, art or anything in-between), well, you’re alone to deal with it.
What are your favorite games by far?
Portal 2 is one of my favorites, but then I also have a few indie-darling very high up on my list:
Braid, Limbo, Monument Valley, Another World and Gravity Bone/Thirty Flights of Loving.
The art style of the su game is very refreshing, elegant and simplistic, what are the influences you get from other sources that turned into the current style?
The decision of going with a minimalist art style actually stems from the fact that I work alone. Since I have to do all the art, I had to find a style I was comfortable with. But it also had to make sense for what I wanted to do with the game.
The music style sounds a little bit like “Monument Valley”’s music, did you get any influence from that?
For the music, the goal was more to create something that would highlight the elegant and poetic nature of the game.
So it wasn’t really an influence, more a case of trying to evoke similar things.
What physics engine did you use for the physics effect? The way the scarf floating in the air looks very smooth and beautiful.
While the game uses Unity, the effects are custom-made. I don’t use any of the physics feature of Unity for the game. Same thing for all the collisions in the game. While I love Unity, I prefer to do things my way for the very important parts of a project.
What are the things you wanted the su-game to have, but not there yet?
I’m still finalizing the game, and at this point it’s mostly the story and the puzzles that need work. Also adding a bit more variety in the levels. A lot of stuffs still need to be worked on for the game’s release.
Any interesting/fun stories you met while developing the su-game?
The game actually started out in a game-jam: the day I quit my job at my old video game company, we did a small game jam with colleagues during the night. I ended up making what was the very first prototype of sU.
What are the biggest challenges that you met since building this game?
I had a basic knowledge of Unity when I started (I had used it for numerous game jams before), but I had to amp that knowledge a little bit for sU.
Otherwise it’s the usual challenges of all indies: balancing your finances with time, stress and your personal ambitions.
What are your plans for your future games? Any type/genre or stories you are particularly interested in?
While I love platformers, I think that after sU I would like to work on another genre. There are two I would love to tackle and try my hand at in the coming years: FPS and RTS. They each come with a different set of design challenges that I would love to solve.
Would you like to share a nice photo of your game studio with our readers?
Well, I’m working at home most of the time, and home keeps changing.
So I don't really have an office to share with you.
But I have a few pictures from PAX that I can share.
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