Rethinking MAKING OF for video game studios
Newsletter ✉️ / Podcast 🎙️ / Video 🎥 / Artbook 🖼️
https://www.backstory-studio.com
From organic sound design to intricate level architecture, every element of Animal Well was crafted to feel alive.
> Secrets within secrets—even developers struggled to uncover them.
> No hand-holding, just pure, exploratory discovery.
From organic sound design to intricate level architecture, every element of Animal Well was crafted to feel alive.
> Secrets within secrets—even developers struggled to uncover them.
> No hand-holding, just pure, exploratory discovery.
Billy dreaded marketing—his idea of promotion was posting on Screenshot Saturday. But after a chance encounter with Bigmode, things changed.
> Animal Well became Bigmode’s first published title.
> A single 5-second mention from Dunkey caused a spike in wishlists.
Billy dreaded marketing—his idea of promotion was posting on Screenshot Saturday. But after a chance encounter with Bigmode, things changed.
> Animal Well became Bigmode’s first published title.
> A single 5-second mention from Dunkey caused a spike in wishlists.
From the start, creator Billy Basso was obsessed with the idea of a game that felt mysterious, handcrafted, and timeless.
> Inspired by the warp whistles of Mario 3 and hidden mysteries in 80s/90s games.
> No updates, no DLC—"whatever is in it, is in it."
From the start, creator Billy Basso was obsessed with the idea of a game that felt mysterious, handcrafted, and timeless.
> Inspired by the warp whistles of Mario 3 and hidden mysteries in 80s/90s games.
> No updates, no DLC—"whatever is in it, is in it."
What if Into the Breach met John Wick … but with knights?
Knights in Tight Spaces is a deck-building tactics game where medieval warriors battle in confined arenas, using strategic positioning and swordplay to outmaneuver their enemies.
What if Into the Breach met John Wick … but with knights?
Knights in Tight Spaces is a deck-building tactics game where medieval warriors battle in confined arenas, using strategic positioning and swordplay to outmaneuver their enemies.
🔹 Junah’s look was influenced by Twiggy’s iconic 60s style.
🔹 Hulkenberg’s red hair & makeup take cues from Vidal Sassoon models.
🔹 Each tribe in the world was designed around personality & politics, rather than just geography.
🔹 Junah’s look was influenced by Twiggy’s iconic 60s style.
🔹 Hulkenberg’s red hair & makeup take cues from Vidal Sassoon models.
🔹 Each tribe in the world was designed around personality & politics, rather than just geography.
"We asked ourselves why we love fantasy. Everyone had a different answer."
Rather than looking at recent trends, they explored the origins of the genre—from Wizardry and Final Fantasy to Narnia and D&D. This deep dive shaped the game’s foundation.
"We asked ourselves why we love fantasy. Everyone had a different answer."
Rather than looking at recent trends, they explored the origins of the genre—from Wizardry and Final Fantasy to Narnia and D&D. This deep dive shaped the game’s foundation.
The creators of Persona step into uncharted territory with Metaphor: ReFantazio—their first full-fledged fantasy RPG. A mix of classic fantasy, psychological depth, and storytelling, the making of was a challenge unlike any other for Archipel. 🧵👇
The creators of Persona step into uncharted territory with Metaphor: ReFantazio—their first full-fledged fantasy RPG. A mix of classic fantasy, psychological depth, and storytelling, the making of was a challenge unlike any other for Archipel. 🧵👇
A Road Without an End, a Story Without a Map
Some games are about reaching a destination. Others are about the journey itself.
@ycjygames.bsky.social is a narrative road trip game where the road never ends, and every stop brings a new story. 1/3
A Road Without an End, a Story Without a Map
Some games are about reaching a destination. Others are about the journey itself.
@ycjygames.bsky.social is a narrative road trip game where the road never ends, and every stop brings a new story. 1/3
Unlike Drifter’s lone journey, Breaker lets you team up with friends to tackle its unpredictable world.
Roguelite elements keep each session fresh, and persistent upgrades give long-term progression beyond each run.
Unlike Drifter’s lone journey, Breaker lets you team up with friends to tackle its unpredictable world.
Roguelite elements keep each session fresh, and persistent upgrades give long-term progression beyond each run.
A mysterious new land, but deeply connected to the Hyper Light universe.
Each biome is procedurally generated, filled with ancient ruins, forgotten technology, and lurking threats. 🌿🏙️
But you won’t have to explore alone…
A mysterious new land, but deeply connected to the Hyper Light universe.
Each biome is procedurally generated, filled with ancient ruins, forgotten technology, and lurking threats. 🌿🏙️
But you won’t have to explore alone…
If Drifter was a ballet of dashes and precise strikes, Breaker is an explosive, acrobatic playground.
🔹 Melee & ranged combat mix seamlessly.
🔹 Wall-running, air-dashing, hoverboarding across the world.
🔹 Procedural worlds = no two runs are the same.
If Drifter was a ballet of dashes and precise strikes, Breaker is an explosive, acrobatic playground.
🔹 Melee & ranged combat mix seamlessly.
🔹 Wall-running, air-dashing, hoverboarding across the world.
🔹 Procedural worlds = no two runs are the same.
A bold shift from its 2D pixel-art roots, but still keeping the vibrant aesthetic, cryptic world-building Let’s dive in. 🧵👇
A bold shift from its 2D pixel-art roots, but still keeping the vibrant aesthetic, cryptic world-building Let’s dive in. 🧵👇
Every character, creature, and structure in South of Midnight has a handmade aesthetic, inspired by stop-motion animation.
"We studied real stop-motion maquettes to create a tactile, imperfect style." — Dev Team
Every character, creature, and structure in South of Midnight has a handmade aesthetic, inspired by stop-motion animation.
"We studied real stop-motion maquettes to create a tactile, imperfect style." — Dev Team
The team traveled across the South — from Louisiana’s swamps to New Orleans — to capture its essence.
"The landscapes are almost characters themselves." — Whitney Clayton
They also worked with folklorists to ensure authentic storytelling.
The team traveled across the South — from Louisiana’s swamps to New Orleans — to capture its essence.
"The landscapes are almost characters themselves." — Whitney Clayton
They also worked with folklorists to ensure authentic storytelling.
🕵️♂️ A cat detective, jazz, and a mystery-filled investigation? Yes, it exists.
If Humphrey Bogart and Garfield had a spiritual successor, it would probably be this game — a weary feline detective in a world where humans never existed.
🕵️♂️ A cat detective, jazz, and a mystery-filled investigation? Yes, it exists.
If Humphrey Bogart and Garfield had a spiritual successor, it would probably be this game — a weary feline detective in a world where humans never existed.