Ten Questions With… Kim & Judit (Indigo Studios)
A short while ago we played an intriguing game by Indigo Studios called Seven Doors. The unique environments and interesting puzzles kept us entertained and the game scored a well deserved 8/10 in our review. We also reached out to Kim and Judit from Indigo Studios to answer some of our questions about Seven Doors as well as their other projects.
Can you give our readers a quick introduction of yourselves and the studio?
We are Kim and Judit, a couple, living at the top of a mountain in Girona, Spain. We have always been dedicated to the artistic world, our origin is cinema and especially musical theatre, which has allowed us to travel around the world participating in international festivals, of which we have won numerous awards. Having lived through the golden age of this world and seeing, with great regret, its decline, we decided that it was time to evolve towards a new means of artistic communication and we believe that this is the future.
The world of video games has always fascinated us, this art was already part of our studies and knowledge. When the time came, we bet, leaving everything behind, to start a new path that we know will be hard but we are passionate about it and we have something to offer.
Kim is a director, writer/dramatist, composer, 3D artist and is a great chef (his speciality is sauces)
Judit is a writer, designer, 3D artist, programmer, and currently the mother of 3 newborn kittens.
How did the idea for Seven Doors come about?
We had finished a very long and complicated game, Charon’s Staircase, an interactive story with a dense dramatic plot that was very gratifying to do, but at the same time exhausting. (We’re currently negotiating its publication) So we decided to make a game that would be as much fun for us to make as it was for the player to play – we’ve always loved the puzzle and enigma theme and it seemed like the perfect time to do it!
What are the games/media that influenced you and how?
It is difficult to list a particular game or theme. In a way, we suppose that we have been influenced by games with big plots. There are hundreds of titles; the Dracula saga of Psx, Riven, Syberia 1 and 2, Hollywood Monsters, Zelda, Final Fantasy X… (We are remembering old games… How easy would it be to tell you the modern ones!)
What was the biggest challenge you faced during the development of Seven Doors?
Understand the player’s mind. We had a lot of ideas, too many. Some of them had taken more than making the whole game, others were too simple to put into practice. But because they were our ideas, it was really hard to know how long it would take the player to solve them: 5 minutes, 20 minutes? Would he get bored?
What is your favorite aspect of the game and why?
Our favourite aspect has been to rediscover the rooms through the eyes of the players. For us, after so many hours inside the rooms, it was a regular thing. We designed the environments first, and in the final stages, we focused on the puzzles, so seeing the players’ surprise reactions as they entered each room was wonderful and extremely fun.
What is it that sets Seven Doors apart from other titles in the genre?
Every studio usually has its way of doing its work. Seven Doors very much in our style.
One of the standout features of Seven Doors is the soundtrack. Can you tell us more about what went into creating music for a game with such diverse environments?
Our experience in music theatre has been a great help to us as there is not much difference in composing for video games and stage music. Something that usually happens to us is that we create themes that when put on stage steal the protagonism of the environment and we always end up composing a lighter version. We have a portfolio of songs for orchestra that end up in a piano version.
What are the future plans for Indigo Studios?
We want to continue growing and improving day by day in our work. The game Seven Doors will be on Steam very soon and we hope in the next few months to be able to present the final version of Charon’s Staircase. We are also in the pre-production phase of what will be our biggest challenge and work so far, “Broken Strings”. We will talk about this game in the future, we hope to be able to show it to you in 2021.
What is the most unusual thing on your desk right now?
At the moment we read the question the most unusual thing was our cat Aleph, but as much as we asked her she didn’t want to be in the picture. However, we have attached the picture of our desk.
Anything else you would like to add?
We believe that video games have evolved to become the best media, in all aspects: artistic, literary, informative, and this is just the beginning.
Thank you very much for choosing us for this interview and for your work in support of this wonderful world of videogames.
Our thanks to Kim and Judit for taking the time to answer our questions! We look forward to playing Charon’s Staircase as soon as it is completed and urge everyone to check out Seven Doors in the meantime.