Q&A with Seaven Studios
In a time where we’ve grown accustom to seeing countless titles get cancelled due to limited funding or the closure of publishers, the story behind the fruition of Ethan: Meteor Hunter and Seaven Studios is rather inspiring.
Originally in development at ObsCure studio Hydravision Entertainment, the French company closed back in September 2012 and from its ashes arose Mighty Rocket Studios, now working with Focus Home Interactive on Final Exam, and Seaven Studio, who bought the rights to Ethan: Meteor Hunter.
Unlike the other team, Seaven Studio’s seven co-founders decided upon the route of self-publishing. Completely self-funded and with no guaranteed source of income after their unemployment runs out, Ethan: Meteor Hunter can either make or break the studio.
Hoepfully that won’t be the case as we recently had the pleasure to speak with Olivier Penot, Producer and Co-founder of Seaven Studios about the game and what the team has planned next.
Where did the name “Seaven Studio” derive from?
Seaven comes from the fact we were seven former members when the studio was created, mixed up with heaven. Making video games is like a dream come true, we do what we love and we hope we will keep on making video games.
Being that PSN’s Ethan Meteor Hunter is your first release, what inspired its existence?
Ethan: Meteor Hunter was inspired by one of the previous projects we worked on: Funky Lab Rat. By the way, we are also very inspired by puzzle games like Braid or Blocks That Matter and platform games like Super Meat Boy, Little Big Planet or Rayman.
What would you consider to be the crowing achievement of the game?
The coolest thing in the game is that anyone can play it, from hardcore gamers that want to complete it 100% to people that just have little time coming back from work. We made a challenging game that creates new puzzles all over the game, and can initiate even the casual players to speed run.
In the past we’ve seen quite a few platformers fail at merging puzzles that progressively increase in difficulty over time. How important was it to incorporate intuitive puzzles?
We wanted to have a real evolution when you play the game, from the easiest puzzles to the most hardcore ones. You need to learn to master a game, and that is what we tried to do while we built up Ethan: Meteor Hunter and that is why you have really intuitive puzzle in the beginning, meanwhile in the end you will need to think way longer.
Why decide to be an indie developer and self-publisher?
We wanted to have only one boss: players. Who knows better about games than gamers? That is why we tried to involve players in our game development process, making a Greenlight campaign to get advice, being there in many exhibitions to see what works with our previous builds and improve, making an available alpha build with a feedback form to improve, and so on.
Any plans on porting Ethan: Meteor Hunter onto the Vita?
Many people asked us for a Vita version of Ethan: Meteor Hunter! We are thinking about it!
Any words of advice for video game enthusiast who are thinking about creating their own video game?
Keep passionate, keep the good work! Do not forget to speak about your game, people have to know about it!
We do not know yet, maybe more content for Ethan or another project. Nothing is set yet!