I like puzzles and storytelling and it’s a good genre for all of this combined. I like point and click adventures because of their slower pace. First of all I’m a poor writer, it’s also more accessible, easier to localize and funnier – I don’t have the patience to go through those lengthy dialogues in most adventure games.ĭo you plan to stick with point and click adventures, or travel in new directions? We have several reasons not to include any language in our games. Is this a stylistic choice, or something else? Your games are very visual, with little to no dialogue. The performance isn’t very good, you can’t use the right mouse button for anything as it’s reserved for the Flash menu, it’s still a little buggy, etc! Yes unfortunately there are some drawbacks. The biggest benefit is that you can put the finished game, animation or whatever directly in a web browser and people can play it immediately without downloading or installing which makes it very accessible for anybody.
What are the benefits of working in the Flash format?įlash is quite powerful tool nowadays, you can animate there very well and make almost any kind of small game you can imagine. Now we don’t do almost any commissioned work anymore as we are able to live from our independent projects and continue forward doing only our own stuff. Did they approach you, or vice versa?Įvery time we did some commissions we were approached by those companies. You have done some work for the BBC and The Polyphonic Spree. Questionaut was nominated for a BAFTA and Machinarium won the visual excellence award at the Independent Games Festival (IGF.com), best art at Indiecade Festival and also won at the PAX10 selection.
Yes we have won several awards, Samorost2 won the best web game category at the Independent Games Festival (IGF.com) and the same category at the Webby Awards. We are now focused on games, but most of us have also done side projects Vaclav Blin is preparing a very strange interactive music video, I’m working on production design for an animated feature film and Adolf Lachman is a freelance painter and sculptor! Since then we have found several excellent collaborators – musician Tomas ‘Floex’ Dvorak, programmer David Oliva, painter Adolf Lachman, sound maker Tomas ‘Pif’ Dvorak and animator Jaromir Plachy.īesides independent and commissioned flash games (Samorost1, Samorost2, The Quest For The Rest, Rocketman VC, Questionaut) the studio has also created a couple of music videos (Plantage, Na tu svatbu), websites, animations, illustrations and production designs. In 2005 studio animator Vaclav Blin joined and Samorost2 was created.
My first game called Asmodeus was published 12 years ago.Ĭan you tell us some more about your studio, Amanita Design?Īmanita Design started in 2003 when I finished at the Academy of Arts in Prague with a free online flash game called Samorost as my thesis project. Of course I loved to play all those great games! Later on at grammar school I started doing my own games with some schoolmates and we enjoyed it a lot.
I grew up on early 8bit computer games, I owned an Atari 800XE and later I had my first PC 386. Hi! I was born in Brno – Czechoslovakia and I still live here, however it’s now known as the Czech Republic. Hi Jakub! Thank you for your time, can you please tell us a bit about yourself?
Founded by Samorost 1&2 creator Jakub Dvorsky, the studio’s latest offering has received glowing reviews from the gaming press, showing that even the smallest indie endeavours can reach a larger audience if enough care and attention is given during the creation process.įeaturing exclusive artwork and insight into the creation of Machinarium, Alternative Magazine Online is proud to present an interview with the man behind it all, Jakub Dvorsky. Alternative Magazine Online recently reviewed the fantastic Machinarium here, an indie point and click adventure created by Amanita Design.