Devin Santi

speaker
110 appearances 1 recordings 1 series first heard Apr 2025 last heard Apr 2025

Devin Santi’s voice in public audio — every appearance, attributed to the second.

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Appearances

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Yo, how we doing?
Yeah, I guess I'm a masochist because this is just like, it is, no pun intended, a nightmare. But at the same time, it's like it's half nightmare, half like creative revolution. It's so fun. I love making games. It's like the best thing. It's been an awakening, making this game. Oh, really? With awakening, you say? Yeah, awakening. Right, right. I'm already starting with the puns.
But anyway, I started as a musician, just making music and funny YouTube videos. And I'll say the core of the creative force going into Mr. Sleepy Man was like, I was kind of artistically split. Like, I would make kind of, like, I would make serious music, and then I would make funny videos, and I really didn't know how to, like, blend the two worlds together.
And when I stumbled upon the creative idea of Mr. Sleepy Man, the idea of just, like, he's this wacky, silly, sleepy guy, but there are nightmares, and the nightmares are coming for him, it was like, it just, like, clicked. I was like, okay, this is perfect, like, artistic. I can do anything I wanted to do artistically, and I wouldn't be, like, confined by...
let's say, whenever you do something creative, it's almost like sometimes you're putting yourself in a box. But because Mr. Sleepy Man is this dream world aesthetic, there are no rules. And that kind of just allowed me to do whatever I wanted. That's pretty nice.
You know, I love 3D platformers. I love Mario 64. Heck yeah. I'm a huge Nintendo nerd. I love Zelda. I love all that. And, you know, I didn't necessarily intend to just make a cookie cutter 3D platformer.
If anything, it was just, like, the character controller of a 3D platformer is so fun that I just, like, there's something just so expressive about it that it just, it's just what I wanted to do creatively. Like, I didn't even, it wasn't even necessarily a conscious thought of, like, ooh, what kind of game am I going to make? It's just, like, naturally that's what I gravitated towards.
and it was kind of a mistake because I learned quickly that the reason why there aren't that many 3d platformers is because they're incredibly difficult to develop. So really the first like two years, we're just trying to get a working character controller. Oh, banging my head against the wall. Um,
And the idea of just like, OK, and in 3D platformers, usually the gameplay loop is just like you're running around and you're collecting things and you're jumping on stuff and that's it. And I always like wonder why is there never more to 3D platformer? I want to do more exploration, more interactivity. And that's because like it takes so long to make a 3D platformer.
So just like even the idea of doing this as a solo developer is like not a good idea. If anyone like asked me for advice, I'd say don't follow your dreams. Don't do it. I was lucky that there was a global pandemic, but if there wasn't a global pandemic, this game wouldn't exist.
I love that people are loving the demo. And I love that the game is so far in development that I could also tell people that you haven't seen anything yet. If you think it gets crazy... You don't even know. I got a little idea. Just a little. It gets weird. This game gets weird. I'm starting to think, hmm, maybe I should put a parental guidance warning before the game starts.
It's not inappropriate by any means, but it's just like, I don't know. It gets spooky. I'll tell you it gets spooky.
Well, I think as a solo developer, I kind of have the benefit of just like, you know, if you're working on a team with someone and someone comes to the team with a piece of music, you can't really like trash that person. Like you have to like respect like what they made.
But since I'm the only person working on it, I can be really hard on myself and be like, yep, you're like really just like demean myself and put myself down. And it's and it's OK because it's just me. So like it really is about the iterative process, iterative process.
And you know I had to learn how to make music for games while making the game And it's a different process like making a pop song You know it's it's high intensity all the time, but then you realize instantly in a game It's just like how distracting a high intensity song can be so it was really learning about how to like take things away and make something interesting that can loop for hours and
without getting bored of it like that was that was kind of a new thing for me so really it's just about having that back and forth the looping i can't imagine the challenge for i couldn't yeah because when it's bad you notice and even just the idea like i have to listen to it all the time and i'm like i'm my harshest critic so the fact that i have to listen to the sound of my voice like every character is voiced by me mr sleeping man's voiced by me
And it's just like, I can feel my nasal cavity when I hear the sound of my voice because it's me. So it's just like, oh my gosh, it's the worst. But at the same time, it's great. So I'm glad that people are liking it so far. I'm waiting for someone to trash me. When is it going to happen? When am I going to get the horrible review of someone just hating my game? It's just like, I'm waiting for it.
But it hasn't happened yet, but I'm sure it will happen at launch.
um i really love anything 2000s yeah the game is a love letter to the thousands and like it's not just like people say oh 2000s nostalgia like in a game usually they're just drawing from like a game like banjo kazooie or ocarina of time whatever but like i love everything nostalgia like
i'm a huge lincoln park fan so like that type of music is influenced in the game like new metal or like pop punk from the 2000s like that people don't even realize it's just like in the game and it fits because it is oh it's 2000s aesthetic so really anything 2000s and i there isn't there isn't a limit on that period nice yeah okay yeah i can't i can't even imagine it
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