All posts under: Interviews

With its iconic art style and exciting gameplay, Cuphead is a highly anticipated game. The debut title from StudioMDHR, we recently had the opportunity to ask Chad Moldenhauer - co-founder of the studio with his brother Jared - about Cuphead's creation, story, and art. Xbox One UK: Cuphead is already famous for its 1930's cartoon-style visuals. Were you surprised it would prove so popular? Chad Moldenhauer: We knew that if we wanted to stand out, we would have to have a different and under served visual style, so in that respect, we were pretty sure there was a niche to fill. But we ... Read More »
Ripstone is a developer and published based in Liverpool, founded in 2011 and known for their support of independent developers. On TIGA Awards' shortlist for 2016 Publisher of the Year, titles they've published include the Pure series, - Pure Pool, Pure Hold 'Em, and Pure Chess - Stick It To The Man, and Ironcast. Michelle Turner is Ripstone's Head of PR & Marketing, and one of MCV's 30 Under 30 and Top 100 Women in Games. She was kind enough to take time out for an email interview covering things Disney, publishing, upcoming trends, and competition! XboxOneUK: According to MCV you were the first employee of Ripstone. Prior ... Read More »
AntabStudio is an Italian outfit comprised of only three members: Andrea Tabacco, Lara Gianotti, and Andrea Riccardi. What they lack in numbers they make up for in experience, their shared histories covering 11 years in the games industry, roles as an art director and designer, and as a student at a prestigious university. Gridd: Retroenhanced is the third arcade shooter in the Gridd series, begun by Andrea Tabacco, yet the first to appear on console. We recently caught up with the team via email to find out more about the game and themselves. Xbox One UK: Gridd: Retroenhanced is the third game in the ... Read More »
When the Xbox Elite controller launched ten months ago no one, not even Microsoft, realised how popular it would prove to be. At the end of June this year Phil Spencer took to Twitter to display the 1,000,000th controller, showing that demand has gone well past the initial release frenzy. So how do you go about creating a peripheral as popular as that? We asked Xbox Principal Development Manager David Prien this and much more! Xbox One UK: Congratulations on shipping 1 million controllers! Demand was so high when it first released it could be tricky to get hold of one. Had you any predictions it would ... Read More »
Having worked for over a decade in the industry, including at studios such as Climax Group and Ruffian Games, Gareth Noyce is a man who knows a thing or two about video games. Now he's an independent developer in the midst of releasing his first solo game, a modern revival of the isometric genre, Lumo. Below you'll find our interview with him, covering inspiration for the game,, and why the name of his studio - Triple Eh? - is called just that. Xbox One UK: 8-bit isometric games have become something of a niche genre. What is it about them that appeals ... Read More »
The critically-acclaimed Prison Architect will soon be released (pun intended) on consoles. To get you positively jumping with anticipation, have a read of our interview with developer Double Eleven's Design Manager Gareth Wright, covering what's new for the console versions, --, and what type of warden he is! Xbox One UK: Prison Architect is nominated for an impressive two BAFTA's. How did Double Eleven come to be  working on bringing the game to consoles? Gareth: We were delighted to hear that Introversion and Prison Architect were nominated for two Baftas and won  Best Persistent Game! In terms of how we got started in working on the project, it was very old school, we pitched for it! We’re big fans of the game and when we heard Introversion were open to the idea of getting it published on console we pitched a design for what our version of the game would look like on  Xbox. The rest of course, is history! XOUK: As a company you've an impressive catalogue of games developed for platforms they weren't  originally released on. What's been key in establishing yourselves as a publisher and developer  other developers can trust? G: Thanks! You’re right it’s all about trust! Although we may be unknown to a lot of people, in the industry I like to  think we have a reputation with developers as a trusted pair of hands. This included studios like Media  Molecule, Playdead, and Coffee Stain who have, over the years, entrusted us with really what are their  babies. For the developers we work with it isn’t just about money, it’s really about them having the  confidence that we would do right by them. It helps that as a publisher we think as a developer, so when  we get involved with another studio it isn’t only about the title. In practice that means we’re more  concerned with passion and capabilities than a track record of previous successes. It also means as a  developer we can get stuck in and help out on a project if it’s not ours and if we’re working on a console  title (which usually needs to be optimised), we’ll share those optimisations so they can go into the  original version and make it better. We’re not precious about stuff like that, it’s good for the original devs  and the people playing their games. Ultimately we see every title as a collaboration and both studios  should benefit from working together. Part of this also comes from the fact that our main motivation for publishing is so that we can pick the  games we want to work on. So intrinsically we’re only going to pick titles we really enjoy and more  importantly that we can deliver to a really high standard. Although it’s certainly not obvious to anyone  outside our studio, that really is the common link between our titles. The same can be true for what we do  in publishing. For example we made a conscious decision that the console editions should have a new  prison population. Rather than just seed it with random prisoner information we decided to offer people a  chance to get their own name in the game. As such, we went out and designed an online prisoner  creator on so that people could be a part of our game. We’ve been  running competitions and mentioning it on Game Hub to get people to sign up and the response has  been great. We much prefer this approach, creating something hopefully more personal! XOUK: Developing a PC game to play on consoles ostensibly seems like it could be a tricky task, but is  that the case? And what was the first aspect you and your team looked at when redesigning for  consoles? G: For each game we may look at porting, it’s a different set of criteria. Something that is successful on PC  isn’t an immediate draw for a console audience, without considering how much differently a console  player might approach the game, and what their expectations are. We knew that Prison Architect would  require a completely fresh UI and controls system, which is also one of the first things Xbox fans were  interested to see how we tackled. The console audience for a game of this type is quite different from PC so it was paramount for us to  start thinking very early on about that “console feel”. The experience is great on PC and clearly very  popular, but it would have to look, feel and play like a console game for the the console audience to  enjoy it just as much. Reimagining the game’s Controls and UI were the first step towards that goal, and  these two components often have to be designed hand-­in-­hand. In terms of the UI design, ultimately we  wanted something that looked shiny and fresh of course, but the initial design and brainstorming was  more centred around ensuring that it would gel with a brand new set of pad controls, that features in the  game were just as quick to access as they are on PC (but not all in your face at once), that we maintained as much of the space on screen for the game as possible, and that the messaging and  guidance to the console player was clear. Although of course we wanted a visually pleasing and modern looking UI, we knew that console gamers,  both new ‘prison architects’ and fans of the original wouldn’t forgive us if the controls felt sluggish, or if  performing the things they’d do the most, such as construction or demolition, was not immediate and  ... Read More »
Publisher of hits such as Punch Club, SpeedRunners, and Party Hard, including No Time To Explain and Lovely Planet on Xbox, tinyBuild Games is an independent studio and company with a proven track record for fun and addictive games. Alex Nichiporchik, co-founder and CEO of tinyBuild, as well as advisor to game developer and publisher conference DevGAMM, kindly agreed to an email interview where we discussed the trials of tinyBuild's early years, smart marketing, thoughts on Xbox, and more! XboxOneUK: How did you first get into video games, both as a pastime and professionally? Alex: When I was about 6 I spent ... Read More »
Unravel was announced to the world at E3 last year, a puzzle-platformer based in locales from developer Coldwood Interactive's native Sweden and featuring a protagonist so loveable you can buy Valentine's cards with him on. Martin Sahlin, the man who brought Yarny on-stage and Creative Director at Coldwood Interactive, kindly agreed to an email interview which covered meaning, emotion and Sweden, and much more. XOUK: Firstly, how did you get into game design? Martin Sahlin: I got into game development almost by accident. I always liked making computer art, and I eventually sort of stumbled into this CGFX school, where I happened to meet the founders of ... Read More »
The Living Dungeon is a brand-new title from developer RadiationBurn, releasing via the ID@Xbox programme. Being crafted into a video game based on their own board game, it's often touted as an experience like no other - something rare in itself amidst the industry's fondness for sequels. Let the trailer below familiarise you with the game and then scroll on down for an interview with the developers! XboxOneUK: Before founding RadiationBurn you both worked on an impressive 40+ games that have been published across all the major platforms. Clearly having a love for development, what was it in the beginning that made you realise ... Read More »

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