Image: Steam
While I’d already posted a small snippet of my long chat with Dean Hall about the success of
Icarus coming along, exactly? And how has the studio fared over the last few years, given the difficulty Dean Hall famously had initially when first setting up the studio and more recent challenges with COVID and layoffs? How exactly does
Icarus plan to deliver frequent content updates in a way that doesn’t cause staff to burnout? And why exactly was stone walls so difficult that the studio scrapped their entire art approach for them
three separate times?
Those are just some of the things we covered in our hour-long chat. And because it was a fascinating talk that touched on so many different areas — much like other chats we’ve had withlocal developers — I wanted to post that in full so you can all enjoy the conversation.