Ten Questions With… Ken & KJ (PD Design Studio)

Ten Questions With… Ken & KJ (PD Design Studio)

Facebook
Like PD Design Studio on Facebook

Twitter 
Follow PD Design Studio on Twitter

Website
Check out the official PD Design Studio Website

Discussion
Give the developers feedback on the Steam Discussion Page

Purchase
Buy your copy on the Steam Store page 

We recently checked out the 2D brawler, Dusty Revenge: Co-op Edition by the talented folks from PD Design Studio. We were impressed by the cartoon style visuals, and satisfying combat that the game delivered. We contacted the studio founders, Ken and KJ, to tell us more about the game, and the inspiration behind it.

Can you give our readers a quick introduction of yourself?

Hi, we are Ken and KJ, founders of the studio. Both of us were graphic and multimedia designers, which was how the studio started out.

What made you choose to create a side scrolling brawler?

The whole concept started with the inclusion of the sniper and artillery mechanics. At one point, we were considering more of a shoot’em up, much like old school Contra. But we decided to go with a brawler in the end as it’s what we like to play better.

What are the games that influenced you and how?

We are both fans of modern 3D games such as the God of War series and Devil May Cry series. We also grew up spending lots of our time in the arcade centers playing Street Fighters. So you can be sure influences from these games made their way into Dusty Revenge. Little things like the treasure chest in Dusty Revenge were borrowed from GoW. And both GoW and DMC inspired the combat system. Basically, what we set out to do was to make a modern 2D brawler game.

What features of Dusty Revenge are you the most proud of?

I would say both the support character mechanics and the combat/ combo system. The support character mechanics was the starting point of the game. We thought it’s something new, not done in other games. It adds quite a bit to the combat. For instance, you could be in mid-air executing your combos, and while waiting for the combo to finish, you could switch to artillery and bomb the other guys on the ground. The combat/ combo system is also really dynamic, while you can follow the pre-determined sets of combos, you can also mix different moves up and create different combos.

What was the biggest challenge while creating the game?

For one, we have a brand new team. Some are fresh grads without any game experience. It proved to be challenging, but everyone on the team was really passionate about the project, and that’s what made the production possible

What aspect of the game was the most fun to create?

I’m not so sure. Maybe both the playable character combos and boss fights? The boss fights were actually quite tough to plan. But it’s satisfying to see that each iteration gets better and better.

Is there anything about the game you would have done differently in retrospect?

We would probably have gone with a different game engine. Torque2D isn’t the most competent engine. We were all green at the time when we started out and to be frank, there weren’t a lot of choices. Unity3D wasn’t as big as it is now and there wasn’t any one engine that stood out in particular.

What are the future plans for Dusty Revenge/PD Design Studio?

We are going to continue to make more kickass games. But following the release of Dusty Revenge, we want to re-group and learn from our lessons before we plunge into the next production. In fact, we may be making some changes to the project we are currently working on.

What is the most unusual thing on your desk right now?

Ken has this really cool looking telephone on his desk right now. It looks like a field phone but really, it just functions like a normal one.

Anything else you would like to add?

Buy our game or at least check it out. It’s really awesome!

We would like to thank Ken and KJ for answering our questions, and wish them luck for future PD Design Studio projects. You can check out our review for Dusty Revenge: Co-op Edition HERE and buy a copy of the game on Steam or from the official website.

Related posts

Ten Questions With… Philip Willey (Dirigo Games)

Ten Questions With... Philip Willey (Dirigo Games)

It is not every day that we get to experience Greek-themed first person adventures, so Depths of Fear :: Knossos impressed us despite some rough edges. The unique atmosphere and interesting blend of stealth and action certainly provides a very memorable experience. Surprisingly enough it is the work of just one person, so we had to get in touch and find out more.

Ten Questions With… John Pickett (MangaGamer)

Ten Questions With... John Pickett (MangaGamer)

With titles such as eden*, Princess Evangile, Higurashi When They Cry and A Kiss For The Petals released on Steam along with many others on their own website, 2015 has been a bumper year for MangaGamer. They are showing no signs of slowing down either, so to get some more information about their upcoming releases as well as the visual novel market we had a chat with John Pickett.

Ten Questions With… Ed Mandy (Art Castle)

Ten Questions With... Ed Mandy (Art Castle)

Trouble With Robots from Art Castle kept us glued to our Android devices with its addictive blend of strategy, humor and collectible trading cards, so we had to find out more from the lead developer, Ed Mandy. Our subtle attempts at discovering his deck secrets might have failed, but he did have some very interesting insights about the game.

Ten Questions With… Nikola Kostic (KBros Games)

Ten Questions With... Nikola Kostic (KBros Games)

We recently checked out the dark and moody puzzle-platformer, Albert and Otto: The Adventure Begins, from indie developer KBros. In it players have to traverse a unique and foreboding gameworld while relying on the aid of a magical bunny to survive the many pitfalls. To find out more about the game we badgered its creator Nikola Kostic who graciously answered our questions.

Ten Questions With… The Team (Extend Studio)

Ten Questions With... The Team (Extend Studio)

So Many Me is one of the most adorable, not to mention challenging puzzle/platform titles we played this year. It features a cast of cute characters and a vibrant gameworld, but isn't afraid to provide you with a rigorous mental workout. We had a chat with the team from Extend Studio to find out more about this unique game.

Ten Questions With… Marco Mantoan (Picaresque Studio)

Ten Questions With... Marco Mantoan (Picaresque Studio)

We were very impressed by the gameplay trailer that Picaresque Studio unveiled for their upcoming title, Nantucket, and clearly we were not the only ones. The game managed to get Greenlit in record time, which means the Steam community is just as eager to get their hands on this Herman Melville influenced title. To find out more about the game we got in touch with Marco Mantoan.

2 Comments

  1. GAMERamble September 19, 2014
    Reply

    Comments (Reposted for preservation)

    Jiggavolt03/29/2014 11:15am
    How awesome is that field phone thing =)

    Morbidlyobtuse03/29/2014 11:35am
    I thought I owned this game and it turned out to be Dust: An Elysium tale! Will have to rectify the situation

    Darkphoenix03/29/2014 4:00pm
    Very cool, the photos are nice. Will all the interviews you guys run include these type of photos?

    GAMERamblelink04/02/2014 4:09pm
    Obviously we would love to do that but it depends on what the developers have for us or what we can get from their presskits.

  2. GAMERamble September 19, 2014
    Reply

    Coolahmaster03/30/2014 2:49am
    That telephone is so badass! Looks like something straight out of Uncharted!

    Yazz8803/30/2014 4:53am
    Liked the game myself, didnt experience any of the technical isues that other people complained about and loved the art style. Gj guys.

    PaRadoxia04/01/2014 1:54am
    Great game I only wish that the co op wasn’t restricted to local only.

    Missguidedspirit04/01/2014 8:24am
    The art style is really lavish and detailed. I found the game to be a little on the tricky side, especially using the partners effectively without getting pummeled by the bad guys but it was worth sticking it out for the graphics on the last levels. The artists working for this studio has a very distinctive style and I really want to see more of it in their future games.

    Bunjero04/02/2014 8:04am
    Hoping to eventually see a sequel to this game =)

Leave a comment

5 × four =