Matthew Sawrey

a portfolio of videogame writings

The Last Door: an interview with The Game Kitchen

thelastdoorinterviewThe Last Door feels like a game from a bygone era, a perfectly preserved Point and Click adventure game fossil from the genre’s pre-millennium heyday. It’s familiar and nostalgic, videogame vintage you could say.

But for a game designed with such old-fashioned sensibilities, The Last Door couldn’t have been created under more contemporary circumstances. Spanish developers The Game Kitchen are a small-scale, independent studio, the kind of creative little enterprise that has flourished during the indie renaissance of recent years. And the first chapter of their pixelated horror adventure was created on the back of a successful Kickstarter campaign, run just as the crest of the crowd funding wave was reaching its peak.

screenshotI spoke to members of The Game Kitchen to find out what inspired their trip back in time and how they went about creating and designing it in the modern world.

Tell me about the history of The Game Kitchen, how did you start out?

Before we started The Game Kitchen we were a bunch of friends who really enjoyed making games as a hobby, but it wasn’t our main activity since we had jobs elsewhere. At that time we developed some games and participated in a few contests. With one of our most successful games,Rotor’scope, we won several awards (a prize at Dream.Build.Play 2009, Best Spanish Indie Game 2010, etc.) so we started to gain recognition.

This moderate success drove us to quit our boring jobs and create our own company in 2009. For the first two years we did contract work for other companies and game studios, including ports of existing games and educational titles. But at some point we decided that we wanted to do something more fulfilling, so we moved away from the contract business and started creating our own original titles like The Last Door.

Read on over at Thunderbolt.


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This entry was posted on August 12, 2013 by in Articles and tagged , , , , , , .
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