While everyone is at home or an interview with Tepes Ovidiu from Crevasse Studios

Last update:

The Sandbox team interviewed one of the developers at Crevasse Studios, Tepes Ovidiu. It turned out exciting, and we took all the most interesting from there. Original

Today we'll have a chat with the game's creator and winner of the Glitch in the Metaverse Game Jam: Tepes Ovidiu. In this interview, we will receive answers about the creation of a game studio, and about his participation in Game Jams, we will learn about the gaming impressions of our own projects.

Tell us about your role at Crevasse Studios

I started building games in 2017 using a non-code engine with no relevant game development experience. The first few games took a long time to develop, it actually felt more like experimentation and getting people to play these games was quite difficult. But I did not lose hope and continued to work in this direction. Games started to appear on the App Store and Google Play, some of them even hit the top charts, and then I realized that I was on the right track. Making games has become my favorite thing.

Where do you get inspiration and how do you approach the process of creating a game for Crevasse Studios? What is the creation process from start to finish for you? How long does it usually take to create a complete game?

Every time I feel some inspiration, I have an idea for a game, I quickly jot down notes in my notebook, and make a short list of the main functions that this game should have. I actually have hundreds of very different ideas for minimalism and simplicity in the game, otherwise it will most likely never see the light of day. My inspiration is nature, other games, movies, scrolling social networks, designer feeds and everyday life. It usually takes 2-3 months full time to create a game from scratch.

What brings you to The Sandbox? How did you jump to blockchain and voxel games?

I'm a big enough fan of voxels, so I made several games on this block platform, the most famous of which is - My Winter Album. I'm always looking for new ways to create an immersive experience that everyone will enjoy, and that's why my partner Karina recommended the project to me Sandbox... The moment I started experimenting with Voxedit and Game Maker, I realized that this is a good opportunity to start making games that use land.

You won the Game Jam with the Transylvania Fair, what did it take to create such a location and how exactly did the creation process take place?

Construction in The Sandbox Is the dream of indie game developers. Everything is very light, consistently created behaviors and components make development fast enough. A few hours after the launch of the Transylvania Fair project, I had the basic structure ready, and a clear vision of what the game would look like. Making games in Game Maker is almost like the game itself. I felt completely relaxed and confident, I recommend anyone who wants to create a game, whether they have any experience or not, to give it a try. Sandbox Game Maker is something. Can't wait for new features like visual scripting or reintroducing presets to come!

How about creating Professor Stitch and other resources for your game? You tried Voxedit in advance or was it your first experience with him?

I tried Voxedit before. It's really awesome and easy to use, I only needed to create a few assets for my game jam and it all worked out thanks to the wide variety and the highest quality of resources available on the marketplace. This way I could focus more on my game's development process without having to create a lot of resources in such a short period of time.

Could you share any tips or life hacks from yourself on how to make the game as successful as yours?

First, if you are a solo game developer or work in a very small team, try to keep your game small. Then gradually add additional features only when you realize that the game is working well and the new feature will not break it. Test the game at an early stage - this is very important! Ask your friends and family to try your game, and then carefully observe their reactions as they play it. I made this mistake at the very beginning, releasing games without testing them properly, and realized that there are bugs that I did not even know existed. Don't ignore small bugs because players will notice them. You should always keep in mind how you would like the users to experience playing your game.

What's next? Can we expect much more from you in the near future?

Definitely worth the wait! I am currently working on several projects at once, including the mobile game Plant with Care, the expansion of the Transylvania Fair inside The Sandbox, and other interesting projects that will be revealed in the near future ...

Subscribe to our telegram channel and go to our main chat to discuss the latest news.