![]() When finally, in my early twenties, the first game design school opened in Berlin, I immediately applied for a scholarship and thankfully got it. Shenmue and the whole Dreamcast console especially re-ignited my love for games. ![]() But I always loved games as much as comics. Becoming a comic artist, on the other hand, was something more realistic. Nothing you would even think of becoming as it was basically impossible. Combine those both things and, if you already have an artistic side, you WANT to become a creator, a storyteller.īut back then, becoming a game developer equaled becoming a wizard (or similar □). The other half was exploring the surrounding forests, shores, old bunkers, left-over-russian military sides with my little gang. But also a ton of other stuff like Heart of Darkness, Bladerunner, Command & Conquer etc. I totally fell in love with Point & Click Adventures like Indiana Jones, Monkey Island etc. A bit later, at 11 I think, he bought us a Commodore and a PC. Immediately my dad bought my sister and me game consoles! Atari and Nintendo NES, Shadow gate and Prince of Persia deeply impressed me back then. Can you tell us more on when did you know you wanted to work in gaming? Were you a gamer since child or this crystalized later?Īnswer: I’m from East-Germany and when the Berlin wall fell I was 8 years old. Q:#4 For all the girls out there looking to work in game development. This is why Sea of Solitude looks as it looks. So, these influences are part of me and when I started to develop games I felt in love with the 3D, but I aslo wanted to incorporate my artistic background into it. I love the focus on emotions, personalities and small details in comics rather than huge space battles (I love those too though hihi). I love love LOVE the flat simplistic 2D look in general and pastellic colors. I was drawing for a monthly comic, the biggest in Germany, and it had the Franco-Belgian style, like for example, Asterix & Obelix or Gaston. These first strong influences of the artstyle and the kind of storytelling carried me through my whole work life so far. ![]() Q:#3 Coming from an illustrator background, how did you encorporate that as a game director?Īnswer: Yes my career started as a comic artist when i was 17. This is how Sea of Solitude became the deep story it is nowadays. And that’s what I did by putting it into my art. All this was so intense for me that I needed to let it out. When I talked about it with friends, colleagues and family, they all opened up and told me stories about their own struggles. I wanted to help him very much to overcome his issues so I started to educate myself about mental health. It was the first time I really heard from mental health issues and depression. ![]() At some point he opened up to me that he suffers from clinical Depression and that this is why he couldn’t for example even get out of bed just to contact me. ![]() At the time I started writing Sea of Solitude into the deep story it has now, I also started a relationship with a man that abandoned me often while at the same time showing me his love very much, I felt increasingly lonely and traumatized by the confusing situation. Q:#2 Was there a hidden motivation behind the story?Īnswer: Well it’s not really hidden but the story started with my private life. I had so much fear that the same would happen to Sea of Solitude, that is why I also put extra much effort into marketizing it. All games we developed beforehand, as a company, had been Free-To-Play Browser games, and even though we tried to put our heart into it, after a while these kinds of games just vanish without leaving a lasting impact. Več o tej fenomenalni osebi lahko preberete TUKAJLE! Q: #1 As a product director, what was your main fear when creating this game, if any?Īnswer: I feared that not many people would get to know our game again. Answering : Cornelia Geppert – Game Creator of Sea of Solitude ![]()
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