Prøve GULL - Gratis
The Making Of... Steam World Heist
Edge
|June 2019
It was supposed to be a simple job – but game development rarely is

This is so long ago that only really old people can remember,” laughs Image & Form’s founder and CEO Brjann Sigurgeirsson. Well, we suppose six years, give or take, is a long time in game development. It was August 2013, and his studio had just finished its third commercial release and breakout hit, SteamWorld Dig. Already the game was a critical success, but it was too early to reap the commercial rewards. During an internal post-mortem, Sigurgeirsson insisted that the nine-month development time had been “way too risky” for a studio of that size. Its next game would take more than two years to complete.
Needless to say, that wasn’t part of the plan. But he admits that after considering two smaller games (“One was distinctly iOS, and one… hmm, we were thinking 3DS,” he says) and spending two or three months on both, “neither was really working out”. Having set the scene, Sigurgeirsson whisks himself away; he’s busy preparing for the release of the next game in the SteamWorld universe, SteamWorld Quest, and leaves us in the capable hands of creative lead Olle Hakansson, who picks up the story from the autumn of the same year. “I think we were all sitting down at the lunch table, and we had just played the expansion to XCOM, Enemy Within,” he continues. “Basically, we loved that game. And we were just playing around with this idea – if we made a game like that, an XCOM-ish kind of game, how would it look?”
Denne historien er fra June 2019-utgaven av Edge.
Abonner på Magzter GOLD for å få tilgang til tusenvis av kuraterte premiumhistorier og over 9000 magasiner og aviser.
Allerede abonnent? Logg på
FLERE HISTORIER FRA Edge

Edge UK
STRANGE SCAFFOLD
How to embrace the weird while keeping the culture and games focused on people
7 mins
November 2025

Edge UK
Post Script
A clockwork heart can't beat faster
4 mins
November 2025

Edge UK
Metal Gear Solid Delta: Snake Eater
Every tiny detail of protagonist Snake is modelled. The fabric of his fatigues darkens and grows heavy with water when he splashes through a stream or pond.
4 mins
November 2025

Edge UK
It Came From The Desert
Cinemaware's B-movie homage pushed the vision of interactive cinema to new heights
6 mins
November 2025

Edge UK
Shuten Order
Whatever the opposite of writer's block is, Kazutaka Kodaka has it.
4 mins
November 2025

Edge UK
Metal Gear Solid Delta: Snake Eater
Every tiny detail of protagonist Snake is modelled.
4 mins
November 2025

Edge UK
INDUSTRIA 2
Turning a minor FPS hit into a survival-horror seque
3 mins
November 2025

Edge UK
Mafia: The Old Country
Try to change Enzo's outfit at the start of a mission in Mafia: The Old Country, and you're given the option to \"disable story outfits\" – to use costumes that you might have obtained by purchasing the Deluxe Edition of the game or that are specific to other set-piece levels, such as the helmet and jodhpurs Enzo wears in a motor race.
6 mins
November 2025

Edge UK
BATTLESTAR GALACTICA: SCATTERED HOPES
The sound of Cylons
3 mins
November 2025

Edge UK
Echoes Of The End
Anyone who's played a big-budget action-adventure game from the past 15 years may get a sense of déjà vu from Echoes Of The End.
4 mins
November 2025
Translate
Change font size