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The Unfinished Swan


DANGERMAN
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This was shown off years ago as an indie game I think, and I think I preferred the look of it then (more sparse and cold) than the storybook theme they've got going on. Basically I didn't need a swan in the game/trailer, but we'll see when it comes out

<iframe width="560" height="315" src="http://www.youtube.com/embed/xFfteZaAXq4" frameborder="0" allowfullscreen></iframe>

If this is all new to you, here’s the gist: The Unfinished Swan is a first-person painting game that begins in a totally white space. You throw globs of paint to explore the world around you. In the game you’re a boy named Monroe who’s chasing after a swan. The swan stepped out of a painting and has wandered off into a surreal, unfinished world.

So what have we been doing these last few years? Judging from our blog, mostly we’ve been having team lunches and then posing for photos. Which is partly true. But also we started a company called Giant Sparrow and then signed a deal with Sony to make The Unfinished Swan for PSN.

For those of you familiar with Sony’s relationship with thatgamecompany, it’s the same kind of thing. Sony calls it an “incubation deal.” In addition to giving us funding they also provide office space, equipment and advice (often in the form of this cheerful graphics programmer from the God of War team). The best part is that we get to focus all of our energies on just making a game

One of the biggest challenges we had was figuring out what the game was going to be about. The idea of painting a white world is pretty abstract. You could make all kinds of different games about that. A lot of people who saw it a few years ago assumed it was going to be a horror game. And it totally could have been. But after splatting stuff for a few months we realized what we liked most about it was the sense of wonder it created. We liked not knowing what was out there.

So we made a game about creating a sense of wonder. Our goal is to give players strange and beautiful experiences they’ve never had before. We want to give people genuine surprises and then keep on surprising them the whole game. The painting a white world stuff is actually just the first 15 minutes. After that, things get really weird.

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