Interview with James and Fil of “Neon Shadow” fame

In an exclusive interview with us here at the TPG blog (that’s a filthy lie, if you’re from the press we would LOVE to talk to you) James and Fil give us the scoop on our in-house game Neon Shadow.

James demonstrating his British take on game-face

James demonstrating his British take on game-face

James constitutes the British contingent at Tasty Poison. He’s the programmer on “Neon Shadow” and considers it his somewhat demonic love child.

Q: Where did the idea for Neon Shadow come from?

A: After playing a few deathmatches in Doom and Duke Nukem 3D, Filip and I were inspired to make a prototype for a game jam, and Neon Shadow was born. The game was so much fun and we had such a great response that we took it into full production.

Q: Why would fans of modern shooters want to play Neon Shadow?

A: We feel that the current generation of gamers may have missed out on the “golden years” of first person shooters from the 90′s and we wanted to revive the classic “run-and-gun” gameplay for the modern audience by incorporating some of the frantic over-the-top insanity that makes it so much fun.

Q: So When can we finally play it?

A: We’re currently aiming to launch the game by mid September.

Q: What can we expect from updates?

A: We have tons of ideas of how we can extend the game and we’d love to add more guns and multiplayer modes in an update.

Q: Can you tell us about some of the challenges with developing it?

A: Getting the controls working on a touch screen has been a huge challenge so we’ve worked really hard to make them as tight as possible. We also wanted there to be plenty of things to shoot so we’ve been pushing the limits with mobile devices, some of the levels have over a hundred enemies in them!

Classic Fil game-face

Classic Fil game-face

Fil is kind of Russian but kind of not at-all-Russian – a constant point of debate and confusion at Tasty Poison. He’s the cherub-faced artist on Neon Shadow.

Q: Tell us a bit about the style of Neon Shadow and where you drew inspiration from.

A: I always really liked the visual direction of Deus Ex: Human Revolution and Farcry 3: Blood Dragon, so figured we could morph the two together and get some sort of hybrid, but at the same time still have the Wolfenstein approach to level design.

Q: What sorts of weapons and enemies can players expect from Neon Shadow?

A: There are 4 weapons, each with its own strengths and weaknesses. From the trusty shotgun down to the heavy energy cannon. Enemy wise we tried to design different ways for them to attack you. Ideally Neon Shadow could be played like a SHMUP, so there isn’t any attack that you can’t avoid.

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