David Mervik
๐ค PersonAppearances Over Time
Podcast Appearances
missing something what do we need you know and it's like that you kind of taste in the soup all the time instead of going no this is it which is how we used to work on the lego games it was all pre-approved and we would make it to spec so you you know you have to really kind of beg to kind of change things when they've been pre-approved whereas here it's like you just keep tasting it then i sometimes it's too much and sometimes it's not enough and you just have to wait until you get the right
missing something what do we need you know and it's like that you kind of taste in the soup all the time instead of going no this is it which is how we used to work on the lego games it was all pre-approved and we would make it to spec so you you know you have to really kind of beg to kind of change things when they've been pre-approved whereas here it's like you just keep tasting it then i sometimes it's too much and sometimes it's not enough and you just have to wait until you get the right
Hmm. That's a good question. Um, did you guys have any like specific, not what we're doing now? Um, I think I can't wait to hear a lot about that. A big influence on those games was like the Ghibli, the Ghibli style and very specifically spirited away. Um, it's the best one.
Hmm. That's a good question. Um, did you guys have any like specific, not what we're doing now? Um, I think I can't wait to hear a lot about that. A big influence on those games was like the Ghibli, the Ghibli style and very specifically spirited away. Um, it's the best one.
Hmm. That's a good question. Um, did you guys have any like specific, not what we're doing now? Um, I think I can't wait to hear a lot about that. A big influence on those games was like the Ghibli, the Ghibli style and very specifically spirited away. Um, it's the best one.
And you, you kind of see that balance there as well with, you know, between this kind of horrifying, uh, imagery and this very kind of charming, hopeful, yeah. Whimsical that you say, um,
And you, you kind of see that balance there as well with, you know, between this kind of horrifying, uh, imagery and this very kind of charming, hopeful, yeah. Whimsical that you say, um,
And you, you kind of see that balance there as well with, you know, between this kind of horrifying, uh, imagery and this very kind of charming, hopeful, yeah. Whimsical that you say, um,
aspect you know and it's that balance that kids bring when putting these these uh very very alien places and it was just something that worked for that world we were creating and it's not something we slavishly stick to it it's always at the needs of the game dictate um and the way we felt with little nightmares was i think one of our pillars was um it's a child's perspective.
aspect you know and it's that balance that kids bring when putting these these uh very very alien places and it was just something that worked for that world we were creating and it's not something we slavishly stick to it it's always at the needs of the game dictate um and the way we felt with little nightmares was i think one of our pillars was um it's a child's perspective.
aspect you know and it's that balance that kids bring when putting these these uh very very alien places and it was just something that worked for that world we were creating and it's not something we slavishly stick to it it's always at the needs of the game dictate um and the way we felt with little nightmares was i think one of our pillars was um it's a child's perspective.
Always think about it in terms of a child's perspective and very much in terms of like rememberings, if you like, you know, like I remember I used to, the best way I could describe it was like if a kid wakes up from a dream or a nightmare and you can't, you say, what was it about? Everything's writ large, everything's more exaggerated.
Always think about it in terms of a child's perspective and very much in terms of like rememberings, if you like, you know, like I remember I used to, the best way I could describe it was like if a kid wakes up from a dream or a nightmare and you can't, you say, what was it about? Everything's writ large, everything's more exaggerated.
Always think about it in terms of a child's perspective and very much in terms of like rememberings, if you like, you know, like I remember I used to, the best way I could describe it was like if a kid wakes up from a dream or a nightmare and you can't, you say, what was it about? Everything's writ large, everything's more exaggerated.
Or even if, you know, they've been to the doctors in real life and you come back, it's like, yeah, but he had like really big hands. Because that's how they felt. They felt like these hands were so big. And so that felt really kind of pivotal to us as to like, let's reflect that in the world. That this is how kids feel in a world that wasn't made for them, you know.
Or even if, you know, they've been to the doctors in real life and you come back, it's like, yeah, but he had like really big hands. Because that's how they felt. They felt like these hands were so big. And so that felt really kind of pivotal to us as to like, let's reflect that in the world. That this is how kids feel in a world that wasn't made for them, you know.
Or even if, you know, they've been to the doctors in real life and you come back, it's like, yeah, but he had like really big hands. Because that's how they felt. They felt like these hands were so big. And so that felt really kind of pivotal to us as to like, let's reflect that in the world. That this is how kids feel in a world that wasn't made for them, you know.
And I think that's where that balance comes from in those games.
And I think that's where that balance comes from in those games.
And I think that's where that balance comes from in those games.