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Hunicke: large publishers can learn from thatgamecompany

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Thatgamecompany's Robin Hunicke has said that large publishers could stand to learn from the tiny studio's development process, in order to create games with "continuity and integrity " in an "intimate and friendly" fashion.

In the latest episode of DoubleJump, Hunicke said moving from a team of seventy at EA to thatgamecompany's ten had helped her learn how to create "intimate-feeling" games.

"If you wanna make something really focussed and really continuous, that feels like it has continuity and integrity, it's sometimes very hard to do it with a large team," she said.

"I would like to think that [thatgamecompany is] developing something special.

"Not just the games themselves, but the process - and that that process can help a big company like Electronic Arts or Activision or Ubisoft, THQ, where they have a lot of different teams that are really big, to learn to create something together in these big environments in a way that still feels really intimate and friendly."

The producer, designer, programmer and artist commented that thatgamecompany's philosophy is that "video games have the potential to change people's lives and make them better", and that the team's own games are "about exploring new territory to create new feelings in our players - and that doesn't mean that they'll be positive".

Flower was the lat release from the studio, with the much-anticipated Journey due some time this year.

The full episode, with Hunicke's section intro'd at 12:18, is below.

Double Jump (Ep.5) from LCC TV The Link on Vimeo.

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Brenna Hillier avatar

Brenna Hillier

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Based in Australia and having come from a lengthy career in the Aussie games media, Brenna worked as VG247's remote Deputy Editor for several years, covering news and events from the other side of the planet to the rest of the team. After leaving VG247, Brenna retired from games media and crossed over to development, working as a writer on several video games.
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