Q&A With Moebial Studios

Continuing on with my efforts to discover new and upcoming video games and sharing them with my readers, last week, I stumbled on another ambitious and exciting title in the works. Aquamarine, developed by Moebial Studios operating chiefly out of Yreka California, is an open-world underwater survival game influenced by an insanely wide array of different science-fiction games, comic books, and films and upon release will be boasting a wide range of gameplay mechanics including vehicular travel and upgrades, morality mechanics, unearthing secrets the world has to offer and wide-scale exploration (to name but a few), which players will have to take advantage of in order to survive in a beautifully designed outlandish underwater world that is the game’s namesake.

Already having reached the halfway point in their Kickstarter campaign at the time of writing, I reached out to the game’s lead designer Patric Fallon to find out more about this game and its breathtaking conceptual design as well as to unearth some facts about what games influenced this title and about its developmental process thus far. This is what Patric had to say about Aquamarine:

 

Aquamarine 1

What were the influences behind your game? 

So many! We actually listed some of the main ones on our Kickstarter page. But everything from Lucasarts-style adventure games, to old-school roguelikes, to Dark Souls and Metroidvanias, to survival games like Don’t Starve and The Long Dark has influenced Aquamarine’s design. Aesthetically speaking, we’re pulling a whole lot from psychedelic sci-fi art of the ’70s and ’80s, as well as the comics and animated films of that time. Our core influence for the visuals is French artist Moebius, who’s been having a bit of a popularity resurgence in games lately.

 

What has the developmental process been like?

It’s been slow, sporadic, and long. Development is tough to do without funds of any kind, but developing while trying to raise funds is also tough. We’ve had some major team changes over the years as well, but once those were handled we finally could move forward at full power. Since planning for this new Kickstarter with our current team, development has gone swimmingly, and we’ve brought Aquamarine to new heights that even surprise me sometimes.

 

How close are we to seeing the finished product? 

Our goal is to have development wrapped by Q4 2020. Many things can change about the game and its release during that time, but we’re making sure our Kickstarter backers will have access to what we’re making ASAP.

 

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What has been the most exciting aspect of development? 

For me, it’s most recently been bringing together the current team we have now and seeing how well all of their work clicks together. Our new lead artist Leo d’Almeida is incredibly imaginative with color and concepts, and our new composer Thomas Hoey is massively talented at evoking a mood and fleshing it out through a composition. All of that coupled with my designs and our animator Drew Brouillette‘s eye for movement and detail has been so satisfying to see come together.

 

What has been the most challenging aspect of development?   

At this point, the only real challenge has been funding. No one works for free, nor should they, and so self-funding development ahead of this Kickstarter has been difficult. I had to uproot myself from living in Brooklyn, NY, for 8 years to move to a tiny Northern California mountain town in order to be closer to family, save money, and finish Aquamarine’s development.

 

What has been the most frustrating aspect of development?   

I’m not sure if there have been any major frustrations yet, but it can occasionally be problematic that our team is spread around the world in different time zones. But that’s really more about me wrestling my own brain about maximizing this, that, or the other. The truth is that everyone working on Aquamarine is reliable, professional, and above all else EXCITED about making the game. Nothing frustrating about that at all. 

 

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Something I’ve noticed about the game is the comic book art style. Were there any comic book series in particular that influenced this game?

Absolutely! In fact, I don’t think the game would exist at all if it weren’t for Moebius’s comic anthology The World of Edena. It’s such a beautiful and ground-breaking book that reading it immediately made me think, “How in the world is there no video game that looks like this? Or feels like this?” That’s how this whole thing began.

 

In terms of gameplay, how have you and the team been working to deliver a relaxing experience whilst having been influenced by some of the most action-packed games ever developed like Metroid and Castlevania?

Well, we’re essentially talking about two different aspects of game design: overarching design concepts vs. moment-to-moment action. Many of Aquamarine’s overarching design concepts come from my love for Metroidvania and Soulslike games, such as open-ended exploration, little to no hand-holding, item-locked progression, a single currency to collect and spend, and so on. But our moment-to-moment action comes from different genres, such as classic roguelikes, point-and-click adventures, and turn-based tactics games. Having a slower, more contemplative gameplay loop allows us to explore these mechanics from more action-y titles in a different way.

 

How well has the game been received so far? 

I think we’ve had nothing but positive reactions so far since the Kickstarter launch, and it just keeps ramping up every day. And back when we were showing off super early versions of the demo, people were intrigued by the design ideas we were experimenting with. We even got a snazzy write-up in PC Gamer Magazine in early 2019. We’ve also been approached by a handful of publishers and tons of fans curious about getting involved with Aquamarine in some fashion. I think that response will only continue to expand once we reach people who still don’t know we exist.

 

What platforms are you looking to bring the game to?

Currently, we are looking only at PC, Mac, and Linux, simply because that’s been my bread and butter for years. But I’m absolutely interested in what a console port of Aquamarine might look like and will be exploring that possibility if/when the time is right. I think Switch would be our first move on that front.

 

Do you have any advice for aspiring developers that may be reading this? 

Follow what you care about, not what everyone around you seems to be interested in. I think it’s far too common for game makers to want to capitalize on a trend or make something that’s easy to explain to the majority of gamers. But that’s always a quick way to become another generic title in an ocean of generic titles and lose yourself in the process. Only by sticking to your passions will you make something true to yourself and not get burnt out as you go through the difficult journey of actually making it.

 

Do you have anything else to add? 

Please check out our Kickstarter and consider backing us. We’re over halfway to our goal!

 

As well as checking out their Kickstarter page, you can also visit Moebial’s social media platforms via the links below:

Twitter – https://twitter.com/moebial?lang=en

Tumblr – https://moebial.tumblr.com/

Instagram – https://www.instagram.com/aquamarinegame/

The game’s Kickstarter campaign is continuing to gather momentum and you can help bring the project to life by donating towards the goal. Aquamarine is most definitely a game worth backing and I can’t wait until its release to see what kind of experience the finished product brings. As always, I hope you guys had as much fun checking Aquamarine out as I did and hopefully the title will gain enough momentum to be successfully backed before the deadline.

Game on,

Scouse Gamer88

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