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It was really magical, this project brought us together from all over the world, and most of us had never even met each other in person. Hanford Lemoore: Yeah, most of us have had probably a good 10 years of experience in games. So, It was originally like a one-game studio idea.Ĩ0.lv: But you all guys had experience in game development before, right? And it worked out good but of course, it’s tough because you bond with your teammates and then some of them moved to other games as we didn’t need them anymore. So, I scaled it back and said: “Alright, we’re just coming together for this one game”.
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So I wanted to start small, and I know that running a studio is hard beyond one game, cause right now I have people working full time, what would my other artists be doing and what would other people be doing, I think you have to have another project or at least something to give them. My goal wasn’t to make a studio, my goal was to make a game, this game. Hanford Lemoore: I originally didn’t know whether or not Graceful Decay was going to sustain more than one game. Mike Jasoni: Yes, that’s the beauty of a remote studio, we have people come and go, when they are needed, when things ramp up and scale down. And as the game got bigger and bigger, I brought people on, and it has scaled, like I said, we’ve had 5 or 6 artists but currently, I think we have only 2 artists, 3 programmers, and 2 sound designers on the project. Hanford Lemoore: I started it thinking it would be a small-team game, I thought it was going to be myself, an artist, and a sound designer. Mike Jasoni, 3D Environment Artist: Just on the art side, we have a really terrific Art Director Tim Doolen who’s probably put the most thought and effort into the look of the game, him, working alongside our principal Concept Artist Eddie Hinostroza who designed most of the spaces and the architecture, and then it was my job along with a handful of really talented environmentalists as well to craft those ideas and concepts, and bring them to life in 3D.Ĩ0.lv: How many people are actually working on the game right now? Do you have a team that is set, or do you hire just outside for specific purposes, how do you scale in numbers? We pulled the team together in the last couple of years, and I think at our largest, we were, 16 or 15 people, excluding small contractors here and there, so we had quite a bit of people, and just now we’re in the final phases of finishing it up. And then in 2016 I met up with Annapurna, and Annapurna was like: “Let’s get this thing out”, and so at that point, I founded Graceful Decay in order to bring this game to life and we pulled the team together virtually, everybody works virtually, even before COVID everyone worked from home.
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I came up with this game, the initial concept for it about 10 years ago, and I worked on it and thought about it off and on for a long time, and just worked on it in my spare time and whenever I could. Hanford Lemoore, Founder, Creative Director : Sure, Graceful Decay is a studio that I founded, basically to make this game. 80.lv: Could you do a little intro into what Graceful Decay actually is, how did you guys come together, and how did you start building games.