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Realizing he would need some support, Shouldice began to look for additional creators to help him craft his game. And the programming part wasn’t necessarily the trickiest sphere.” And I was a programmer by trade, but there are a lot of things to learn about video games.

“And for a long time, I was the only person putting code into it. “This is the first large-scale, commercial 3D game that I’ve made,” says Shouldice. Shouldice recalls he struggled a lot with inexperience in the early development process. The creator admits the idea for the creature stemmed, in part, from his limitations in modeling humans. Despite the sword-wielding fox being one of Tunic’s most endearing elements, it exemplifies the project’s early uncertainty. That moment was when the game’s now-familiar vulpine hero started to take shape.

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His only direction at this early point was to make a game “with lots of secrets” and a protagonist “going on an adventure.” But while it’s currently one of the highest-rated releases of the year, Tunic started as a small solo project.įree of his employment safety net, Shouldice sat down – coffee in hand – to work on a project that wasn’t even a fully formed concept. Its art style, combat, and setting earned Tunic an ever-growing crowd of fans over the years. The vibrant isometric action game puts you in the boots of a sword-wielding fox fighting through a world of winding paths, mysterious structures, merciless enemies, and hidden secrets. Seven years after its inception and four since its grand debut on the E3 stage, Tunic has finally launched. Maybe it’s a bad idea, but I have to know.” But that was sort of the thing that ended up pushing me over the edge. “But I would rather make the bad decision now than always wonder what could have been, you know? Which is very cheesy, I understand.

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“I remember thinking to myself this might be a bad decision,” Shouldice says. His departure wasn’t without uncertainty. Instead, several factors, including how much he enjoyed making past one-off projects and his dwindling excitement for his job, influenced his decision to strike out on his own. There is no single incident he can point to that spurred him into making his choice. “Why indeed?” Shouldice answers after a beat with a chuckle and a dramatic tone that suggests Tunic’s development cycle was a long one. However, when asked why he made that decision, he initially hesitates. In 2015, Shouldice closed his eyes and jumped. Tunic started with a difficult choice for lead developer Andrew Shouldice: stay at his stable job or take the plunge and quit to work full-time on his budding game idea.












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