Device 6! A Sailor’s Dream! Beat Sneak Bandit! Year Walk! All visually striking and immersive gaming experiences that have catapulted Simogo from simply indie darlings to a purveyor of genre bending design and aesthetics. I put some questions to co-founder of the studio – Simon Flesser.
What would you describe as Simogo’s pillars?
I think the desire to always surprise is definitely an important thing for us. We want to create things that stand out, and we want to make high quality things in which you can feel the pride of the craft in. That’s as close to pillars we are going to get!
Your games have always been built on a strong visual aesthetic whilst looking to innovate. Was that a decision you set on when you decided to go independent?
Not really, it’s just part of wanting to create unique things. Visuals aren’t more important to us than sound or interactions. It all has to sing together.
How early in the process do you identify and begin to develop a concept?
Often everything starts as some intangible feel, very often from listening to a song or certain type of music. And then from there start to building up scenarios, interactions, vibes in ones head, until we decide that it feels right, and sit down and actually start structuring and designing it to become a real project.
How important is a studios voice and sense of self and how does that impact the games you develop?
That’s hard to judge when looking at it from the inside, we can’t look at our creations and see them the way the users can. I think when you are such a small team like us, the voice, or mark if you will, tends to shine through naturally.
How essential is it to convey the studios voice and pillars to your prospective target group via the channels available to you?
We don’t have target groups in that way, as we can only create what we want to create ourselves, so it’s a tough question to answer. I think with any art it has to shine through that there’s a will to express something. So yes, I guess it is important!
What would you say is the primary reason some studios fail after an initial success?
I think a lot of people have skewed sense of what success is, and what to expect from sales. So I think misjudgement and eventually money (and spirit) running out, is definitely the primary reason.