Small French game design studio Mekensleep developed an original DS title with a small team, and Soul Bubbles‘ story is unique in many ways.
Big sister site Gamasutra has already focused on comments about the DS market being “killed by lack of originality”.
In this extended transcript of the Brandon Sheffield-conducted interview, the studio’s creative director Oliver Lejade also discusses the challenges that come with the oft-cited goal of “making the game we wanted to make,” from conception, to media reception, to distribution.
In Mekensleep’s case, this journey was complicated by the casual-hardcore player divide and the extra hurdle original titles sometimes face in the burgeoning DS market - and Lejade was happy to explain the trials and tribulations of ploughing one’s on furrow.
How long did you work on Soul Bubbles?
Olivier Lejade: A little bit over three years.
How were you able to afford to do that?
OL: My previous company was […]
Original post by editors@gamesetwatch.com (Simon Carless) and software by Elliott Back
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