The development crunch between June 2019 and October 2019 was insane and pushed me to the limit. But with Treasure of Nadia, the only way that was going to get made was if I solely focused on it, 16 hours a day, 7 days a week. Q: When you started making ToN, was it the same feeling as when you started making LE? (were you overwhelmed or did you feel calmer?)Ī: When I started making LE, I could do it while maintaining my job as a video game marketing artist. This allowed me to take the animation to a new level and the gameplay experience to be far more polished. But having created a style and a process, I couldn’t really switch in the middle of production.īut after LE was finished, I took all my ideas and started creating new processes and new techniques that were far, far better than what I had going in Lust Epidemic. How did all that happen?Ī: During the development of Lust Epidemic, I kept thinking of different ways I could have approached the game. Q: The transition between Lust Epidemic and Treasure of Nadia, how was it? We have seen a massive change in the aesthetic from LE to ToN, expansion in cast members, so much improvement in visuals, and even the layout of gameplay as well. It was a nervous time, not knowing if I had made the right choice, but after ToN’s release, its popularity eclipsed Lust Epidemic and I knew I had done the right thing. It was this time that I cut ties with any other project or job I had going and was determined to get Treasure of Nadia off the ground. I felt that I needed to give it everything I had if I was going to convince people that Treasure of Nadia was worth playing. Q: How did it feel when you completed Lust Epidemic and had to move on to Treasure of Nadia?Ī: I was very nervous that no one would be on board for a new game. My current record is 10 months straight without taking a day off. Once you have a plan that is detailed, and you know exactly what you have to do, you can stay focused on the day’s tasks without becoming overwhelmed at the long-term scope. I can tell you right now exactly what I’ll be doing on any given day 3-4 months from now. This allows me to plan every day, for months at a time. Today, I typically know exactly what needs to be done and how long it will take for each step in the process. It is one of the most important things in project management, and you seem to do very well in it, so how do you plan your project, what is the process like, what do you do to have it in control and keep doing things in your way?Ī: I’ve honed in on a process over time. I’d say my favorite part is animating, but after 5 days straight of doing it, I do look forward to the next steps. I’ll animate for 4-5 days straight, and then do editing the next day, then writing, then audio work… It’s never the same thing for too long. Q: What is the game development process like for you? What are your favorite parts of it? Are there a few things that are annoying or tiresome for you?Ī: Being able to do a wide variety of tasks on the project keeps things interesting. Now, with The Genesis Order, I am hoping to improve this style further, creating my most polished experience yet. It took several tries, but I think with Lust Epidemic I accomplished this goal and have been refining my style since with the follow-up title Treasure of Nadia building even more on what I’ve learned. I knew there would be a stigma with RPG Maker, so I thought of ways to use the engine without ending up making something that was grindy, boring, or otherwise uninteresting to a potential audience. I had used it since 2000 and had made a lot of small games with it. I had lots of experience as a hobbyist using RPG Maker. Comics was an easier way to create, but in the back of my mind I knew I would jump into gaming eventually. What I really wanted to do was create video games, but I didn’t have enough confidence to jump into that at first. I thought I could give it a try and make something that was decent in quality. I was working at the time in video game marketing and already had a lot of experience in working in 3d. Q: Starting things off by looking down memory lane, you’ve been doing this for quite some time now, you started out with comics and smaller games before Lust Epidemic came out, so how was it like starting out at that time, pretty much tell us the genesis of NLT media.Ī: At the time, I was looking into adult comics and seeing a lot of potential to create something in that space. Thank you NLT for agreeing to this interview, and now let us see the answers to our questions. The wonderful developer of Lust Epidemic and Treasure of Nadia, has sat down with us and answered some of our questions about their games and themselves.
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