![]() ![]() We recorded with a completely new cast of voice actors as people criticized the voice acting often. It was my first work as a writer so it was a blessing to see how a trained writer tackled the script. We refined the script itself, we hired a writer to go over my initial writing and find better wording. We slimmed down the amount of spoken words A LOT, as my initial vision of Sea of Solitude was almost without words. This is why I was so stunned when QD approached us and offered us exactly this! But now we are super happy as we know how to do it and can prepare for it already at the start of our new games production so it will be a lot easier to develop the game for all kinds of platforms! Sea of Solitude: The Director’s Cut What are the main differences between the original edition of Sea of Solitude and The Director’s Cut?Ĭ: I was very happy with Sea of Solitude when it came out as I am so proud of what we achieved with our first complex, big, story driven console game (we developed free-to-play browser games before getting on SOS)! But I also knew that if we didn’t have to learn so much throughout the development, we could have created a smoother experience. ![]() It was the first time we ported a game to Switch. Our game has nearly no textures but a lot of models etc. Did you find the process of transferring the game on Nintendo Switch tricky and demanding, and how do you feel about it?Ĭ: For the Programmers it was a LOT of work. It was a great muse for the game but also a big hindrance as I was in a lot of turmoil throughout the development of Sea of Solitude. Cornelia Geppert What was the main source of your inspiration and how challenging was writing the story?Ĭ: The main source was my private life and a toxic relationship I was in during almost the whole production. The main source was my private life and a toxic relationship I was in during almost the whole production. And we packed all this into metaphors as huge monsters and a flooded city to explore. All of this we portray through concrete stories and examples. It’s loneliness through social exclusion, loneliness within relationships and loneliness through mental health issues. This is something very special in my opinion, that players don’t find often in games. Geeky revelations What do you find most special and appealing about Sea of Solitude?Ĭ: I think it’s all in the different types of loneliness we portray and at the same time having such big mysterious adventure to immerse in. In Sea of Solitude, she takes the stage, front and center. She now works as its CEO, as well as being responsible for the creative direction of its games. Cornelia partnered up with Boris Munser to start their own game studio in 2009, Jo-Mei Games. With her career in illustration, character design and concept artistry, she has worked with companies such as Ubisoft and BMW. We’re sitting down with Cornelia Geppert today. EA-games as a publisher is also swapped out for Quantic Dream. More recently, in March of 2021, Jo-Mei Games took their passion project and released a Nintendo Switch exclusive Sea of Solitude Director’s cut of the game. Sea of Solitude flips that conversation upside-down in 2019, by making mental health, depression and loneliness the game’s focal points. While the correlation between gaming and mental health is a rich (and heated!) debate it’s usually a pretty lopsided argument, whether or not gaming causes mental issues or violence. Through Sea of Solitude, there is now a modern and unique way of approaching difficult subjects such as loneliness with creators like Jo-Mei Games bringing it into the spotlight. More and more businesses are giving seminars, hiring experts, and employing mental health coaches. Mental health is a hot topic in today’s world. ![]()
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