Ask Guillaume Provost where the idea for his latest game came from, and he’ll tell you it started in the kind of place you might expect from an indie developer: a coffee shop. Unlike many of those showing their titles at this week’s Game Developers Conference, he was in Lyon, France when it happened — he worked there as a freelancer following a job with Arkane Studios — but the story sounds universal: he felt there was a place in the indie market for more games focused on a single creative gameplay idea.

“[Following] Portal…there seemed to be a niche for games that could revolve around a cool mechanic, and then really, really execute well on it,” he says. “I was interested in making a game of a certain level of refinement…but I wanted it to build on something that was new in terms of how to traverse space.”

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