It took a little bit of time to find the right setting for Spyder. So even though there were similar in terms of aesthetics at the game jam stage, Snake Pass definitely had much more focus. That kind of immediately set that project on a trajectory that was known, so the game jam was a super stripped back version of what Snake Pass was, but it didn’t really need to go through a process of discovering how to use its mechanic. Nic: To some extent there’s similarities, but I think Seb always had a clear vision that he wanted to do a throwback to the N64 platformers with Snake Pass. Comparing that to Snake Pass, was that in a similar place at the end of its game jam? Similarly a bit vague and not fully formed? TSA: That’s interesting about it coming out of the game jam without a clear theme to it. The idea of being tiny and being naturally stealthy in that kind of way links back to the spy genre and thinking how it’d be cool to just be observing the world from a completely different perspective. It was really early on that the spy genre, and really the retro spy genre really stuck. It was decided to go ahead and put together a demo, but at that point there wasn’t really any shape to it, it didn’t really have a theme, so a small team worked out a few different directions it could go in. When you win, those projects get put forward tot a committee, and that committee decides if we want to go ahead and make a full game out of it.
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