DIRECT LINK: https://www.youtube.com/watch?v=5Cmj5J13F5Y
STASIS NEEDS YOUR HELP!
With just 10 days to go and just over $19 000 left to raise, we are getting close to the end of the Kickstarter campaign.
We need all the support we can possibly get for STASIS. How do I help, you ask?
I have had the pleasure of being involved in some wonderful interviews recently and thought you guys would appreciate some of the answers to the questions. When they are up, I will post links to the completed interviews either on the Stasis Facebook Page, on our Press page or on my Twitter Account.
Here are few of my favorite questions and answers:
Question: You mention a bevy of LucasArts games as inspiration. Why did you choose an isometric viewpoint instead of the traditional 2D views found in old-school PnC games?
Chris: It just seemed natural to me as an artist. Adventure games are all about exploration and I feel the isometric angle excels at that. Isometric art is one of the reasons I became an artist. The worlds of Fallout, Crusader and the older Black Isle CRPGs made me want to be a part of this industry and create pieces of art like that myself.
Question: You say you’ve been working on the game for over 3 years. How did the project begin? ie: when did you realize that you had a game concept/narrative on your hands?
Chris: STASIS was an accident! It started off as a small artistic project to explore the interior of an abandoned space ship which slowly grew and evolved into its current form. In December 2010, when I had some spare time over the holidays, I did tests with the current scenes I’d created and realized that many of the assets worked very well in an isometric view. They were extremely highly detailed. And they looked cool!
The desire to tell a character driven story, instead of just focusing on the environments, took over and I started to look into technically achieving it. I downloaded several engines and, once I made the choice of which one to go for, I created the first level in a weekend. A weekend with not much sleep!
From there, the game really naturally progressed. STASIS changed form as I got more comfortable with the tools or realized my artistic limitations. The core essence of exploring a haunting Science Fiction world was there from the start and was there before STASIS was even a game!
Question: What’s it been like receiving all the international praise and coverage? Has this been reassuring or has it created a sense of intimidation knowing A LOT of people are watching?
Chris: It’s been a relief. STASIS was developed in a vacuum, without knowing if people were going to actually enjoy the game or not. I knew that it was something that I, personally, found exciting – but being heavily involved in every aspect of STASIS, it can be difficult to see the wood for the trees.
Knowing that there people out there, enjoying the game is immensely satisfying. It means that all of the decisions that I’ve made (most of them more than two years ago) have paid off and that the foundation that STASIS has been built on is solid.