Welcome to another Indie Interview, with me masofas, I’m joined by a special guest would you like to introduce yourself and tell us about you & your team?
I’m Bill and I’m the Creative Director at The Deep End Games. Prior to starting The Deep End, I worked at Irrational Games for a little over 12 years. There, I did everything from QA at the start of my career, to being Design Director on BioShock Infinite. I was fortunate enough to work with some amazingly talented folks and to learn a ton. And now I’m taking what I’ve learned over the years and creating Perception, a project that aims to give gamers a bold and fresh take on gameplay, horror and narrative.
The team is small, but most of us have worked together for many years. We even have some fresh faces from other companies who bring fantastic new perspectives. Ben Johnson, for example, has been a great collaborator in that he’s had some amazing experiences working on games like Dead Space and many of his smaller, independent projects.
Can you tell us about the game?
In Perception, you play as Cassie Thornton, a sculptor from Phoenix who is haunted by visions and nightmares of this mansion. She spends countless hours hunting the place down and when she eventually finds it, she hops on a plane and arrives at Echo Bluff. There, she’ll have to use her wits, her white cane and her smartphone to unravel the estate’s many mysteries and survive a relentless creature we call The Presence.
The gameplay involves exploration and evading The Presence through a deadly game of hide and seek. And these gameplay and narrative elements come together to create a perspective that’s quite different from other games.
A Blind Girl is different why such a character?
We loved the chance to really take a different direction. Games are, or at least should be about immersing players in different worlds and showing them things they’ve never experienced. With Perception, we allow the players to experience what it might be like to be a blind person who uses echolocation.
What games inspired you in making this game or any other medium?
Our inspirations are really varied. For games, Super Metroid’s atmosphere and in-game narrative had an impact on me when it first came out – a lot of that inspiration still remains to this day. There are a lot of horror games that I was inspired by over the years, obviously the first Resident Evil was a big turning point, but Silent Hill’s 2 story definitely stuck with me. And then, the reason I joined Irrational, System Shock 2, was a big moment for me as a gamer. Playing that really showed me how to merge genres and push the craft forward.
Part from your own game, anything you’re looking forward to or enjoyed this year?
I have to say, it’s been a pretty solid year for games thus far. I’m really excited to see so many indie games pushing games in exciting new directions. The Magic Circle, for example, is a splendid experience that really made me do a bit of a double take on what games can mean. The way the game broke the fourth wall and made me think about the process of making games while playing a game was a unique experience that I hope to see more of. It doesn’t hurt that it had such great writing, acting or inventive design. I’ve been playing a bit of Splatoon in any spare time I have (yeah right). Beyond that, my to-play list is getting rather unwieldy.
Why did you decide to use Kickstarter?
My goal with Perception was to build a truly bold experience. I thought the best way to accomplish that and achieve the vision we have was to take the game straight to the audience and ask for their support. I could have gone to a publisher and sold it for sure, but that probably would not have allowed us to maintain full control plus, Kickstarter allows us to build a rapport with the audience – a direct connection through which we can get feedback and improve the game.
Any cool rewards for any backers?
You bet! We thought long and hard about what kinds of rewards we could create based on the strengths of Perception. Between a statue of The Presence, built by Songbird and Little Sister concept artist extraordinaire, Robb Waters, and a diary that takes you through a lot of the sad and fascinating history of Echo Bluff, we have a lot to offer. Check’em out.
Got a reader question about the Big Daddy from Bioshock to you what do you imagine they look like underneath all that armour?
That’s a great question. And to be honest, I’ve wondered that myself for years! Now the question I ask is what’s under The Presence’s cloak?
I can't wait to see thanks for joining me today Bill
Thanks for having me
Kickstarter Page: https://www.kickstarter.com/projects/perceptiongame/perception-3/description Twitter: @TheDeepEndGames