Happy New Year! This interview has been available to Patreon's for quite some time, but I didn't want it getting lost in all the Game of the Year hype. But Eric, the Creative Director and CEO of Horrible Unicorn Game Studios, took some time to talk about his career, and their upcoming game Legacy of the Copper Skies. Check it out below, and be sure to follow Horrible Unicorn Game Studio on Twitter.
TorontoGameDevs.com: Thanks for doing the interview! Can you tell me a bit about yourself? Your history up to this point, and how Horrible Unicorn Game Studio started.
Eric: Ditto, thanks for the interview. For myself, there’s not much to tell. Horrible Unicorn Game Studios began as a dream childhood dream. Starting a business was always the long term plan, but needed to gain some hard experience first. I’d left University for my first job at Relic Entertainment as a producer on Space Marine. Which was freaking awesome. Relic was an amazing place to get started. The people there were great. Then my wife and I packed up and moved to Montreal to work on Batman, because who doesn’t want to work on Batman? Especially when you get to do trippy Mad Hatter levels. That’s hard to argue with. Also they have awesome poutine in Montreal, so I gained a few pounds… Anyway, after all of that my wife and I felt it was time to move back closer to family, and start the business. Hell, we even imported her mom from BC to join us out here in Ontario. Now both sides of our family are in the same space. So that’s how HUGS was born. After that it was games industry stuff as usual.
TorontoGameDevs.com: Legacy of the Copper Skies is the studios first game. What made you go with a top down action game with pixel art? What were the main inspirations?
Eric: When we started we actually were going to make a completely different game. Then another startup popped up and announced they were making essentially the same thing, but had a bigger team, and more money… So that wasn’t super awesome. Fortunately, we had some other ideas we were pumped about, and Legacy of the Copper Skies was the one we wanted to do the most. Pretty much all of us here at the studio are huge fans of Zelda, and classic SNES games. So we wanted to take what we loved from those games, but modernize it a bit and add our flare to that style of game.
TorontoGameDevs.com: The game revolves around the characters Tir and Isen, but what's the story surrounding the characters?
Eric: The jist of these two characters is that they are the avatars or gods or creators of their own worlds. At the start of the game their worlds are completely separate and they have no idea the other exists. Through the events of the game these two worlds are forcibly merged and it forces them to confront the danger. The main theme of the game is co-operation, which ironically doesn’t include a co-operative mode or multiplayer, but it’s something we wanted to affect all aspects of our game. So this is why there are two worlds and two main characters. In a way each character also represents creation, and destruction. Both forces are needed in this world, but neither is good or evil.