Saturday, May 18

Amanita Design 2024 Interview– Jakub Dvorský on his profession, Phonopolis, Vinyl soundtracks, Pilgrims, Apple Arcade, Coffee, and More

Amanita Design is without a doubt among my preferred designers out there, and it has actually been launching quality video games on mobile and other platforms for a very long time. I’ve delighted in almost every video game by the group from the famous Machinarium back then to more recent releases like Chuchel and Pleased GameWe’ve likewise seen Amanita release Pilgrims (Free) on Apple Arcade, and it just recently left the service to get a standalone mobile release on iOS and Android. Following that launch, I talked to Jakub Dvorský (Studio Director and Designer/Artist on Pilgrimsabout lots of subjects including his profession, Apple Arcade, Machinariumvinyl soundtracks, coffee (obviously), Phonopolisand the future.

TouchArcade (TA): Tell us a bit about yourself and what you do at Amanita Design.

Jakub Dvorský (JD): I’m director of Amanita Design, a studio based in Prague, Czech Republic, which I established 20 years back. I began as an artist and animator, nowadays I’m mainly a video game designer and job lead.

TA: Before covering the video games you dealt with that the majority of our readers understand and like, I wished to return a bit. Let’s speak about Dračí Historie and how you’ve altered as a designer throughout the years ever since to now. What knowings have you drawn from those older video games and even early Amanita Design titles to your present work?

JD: Dračí historie (Dragon’s History) is a standard point ‘n’ click experience and it’s the very first video game I dealt with as an animator. It was launched in 1996 I believe so it truly is history now. Ever since I’m still discovering, mainly how to make video game style, how to produce video games better and how to work together in a group. I’ve found out a couple of techniques which appear definitely apparent however everyone requires to go through some errors and discover their own method. Now I understand it’s actually essential to believe whatever through before you begin producing all the art possessions and constructing the video game for genuine. I understand prototyping and playtesting is necessary and unavoidable. I had actually heard this knowledge in the past, and now I KNOW that it’s real. Individual experience assists a lot.

Image source.

TA: Have you ever reviewed your older video games like Asmodeus and Dračí Historie?

JD: No I have not, however I reviewed early Samorosts and other things lot of times– these are more crucial for me. I’ve observed a great deal of things I would do much better now however some elements of these video games still work well and it’s fascinating to understand it and gain from it.

TA: Samorost was the very first Amanita Design release, however nearly everybody I understand, and myself, found your resolve Machinarium. Inform us a bit about how you approached that job.

JD: While the very first 2 Samorost video games were little (mostly web-based) jobs,

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