David Mervik
๐ค PersonAppearances Over Time
Podcast Appearances
How hard can it be? You know, and so we weren't worrying about like what people would think or anything. We just kept applying for money and then we started getting it. Um, and it was like, oh, we're gonna have to make a game now. You know, we got some money from creative Europe.
How hard can it be? You know, and so we weren't worrying about like what people would think or anything. We just kept applying for money and then we started getting it. Um, and it was like, oh, we're gonna have to make a game now. You know, we got some money from creative Europe.
How hard can it be? You know, and so we weren't worrying about like what people would think or anything. We just kept applying for money and then we started getting it. Um, and it was like, oh, we're gonna have to make a game now. You know, we got some money from creative Europe.
We got some money from Nordic game and they were like, well, what we need for you to get this money is, uh, like a design document. And we're like, well, we just got an idea at the moment. It's about a kid.
We got some money from Nordic game and they were like, well, what we need for you to get this money is, uh, like a design document. And we're like, well, we just got an idea at the moment. It's about a kid.
We got some money from Nordic game and they were like, well, what we need for you to get this money is, uh, like a design document. And we're like, well, we just got an idea at the moment. It's about a kid.
and in a bad place you know and now we had to figure out what that meant and so we were just brain poor everything was coming out of us you know like oh what are these these sketches are cool this camera's cool and i'm like oh what can it be about uh you know and all this and then suddenly things started to coalesce and so it was always there even in in those days and but the thing that was cool that we got from little big planet was that physicality that really had a
and in a bad place you know and now we had to figure out what that meant and so we were just brain poor everything was coming out of us you know like oh what are these these sketches are cool this camera's cool and i'm like oh what can it be about uh you know and all this and then suddenly things started to coalesce and so it was always there even in in those days and but the thing that was cool that we got from little big planet was that physicality that really had a
and in a bad place you know and now we had to figure out what that meant and so we were just brain poor everything was coming out of us you know like oh what are these these sketches are cool this camera's cool and i'm like oh what can it be about uh you know and all this and then suddenly things started to coalesce and so it was always there even in in those days and but the thing that was cool that we got from little big planet was that physicality that really had a
I found influence on the way Little Nightmares played, the interactivity, the tactility. Tactile was the watchword throughout the germination of that first game. and how everything felt very physical. It was really important.
I found influence on the way Little Nightmares played, the interactivity, the tactility. Tactile was the watchword throughout the germination of that first game. and how everything felt very physical. It was really important.
I found influence on the way Little Nightmares played, the interactivity, the tactility. Tactile was the watchword throughout the germination of that first game. and how everything felt very physical. It was really important.
Let's just keep going. We'll do this for another 40 minutes and see how people go.
Let's just keep going. We'll do this for another 40 minutes and see how people go.
Let's just keep going. We'll do this for another 40 minutes and see how people go.
More after this break.
More after this break.
More after this break.
No, no. No, I mean, once we'd done the design documents, we did two. We did one that needed... It was about... We did, like, a one-pager to get them interested and then a ten-pager to get some money. And then this other foundation needed, like, a 35-page design document. So when you're forced to do that, you're forced to kind of solidify your ideas.
No, no. No, I mean, once we'd done the design documents, we did two. We did one that needed... It was about... We did, like, a one-pager to get them interested and then a ten-pager to get some money. And then this other foundation needed, like, a 35-page design document. So when you're forced to do that, you're forced to kind of solidify your ideas.