Punk and Lizard Issue Two | Page 29

any external funders, backers or publishers: we did it all by ourselves, using a big part of the money that came from our art outsourcing services.

We also accomplished quite a big game using a very small team of 5-6 people in just 11 months. I think we were so excited about it, that we made something epic! Many other average companies need up to 10-15 artists and engineers to produce a game this big in less than a year.

Is there a Platinum Trophy on the PS4 version?

Yes, there will be. Only for extremely hardcore gamers, that’s for sure.

When bringing a game to other platforms and consoles, what types of problems and obstacles are created?

Getting Sony’s and Microsoft’s development kits inside Argentina gave us all some crazy headaches due to a lame customs bureaucracy. Other than that, we didn’t find many other obstacles beyond retouching a few shaders or dealing with engine updates. But that’s all.

Are Ravegan working on other projects simultaneously?

Always. Right now, Blue Rider is our only in-house development. But we still offer outsourcing services to different companies worldwide. Normally, we have 4-5 simultaneous projects.

When can we expect to be playing Blue Rider on our PS4's?

We hope that it will happen in May/June this year. It mostly depends on consoles’ procedures of certifications. We’re using a multi-platform engine, so we don’t have many problems with porting the game through different platforms.

We are really looking forward to Blue Rider succeeding, since there is so much yet to come. There are so many fresh ideas on the desk.

Thank you, and… stay tuned!

Special thanks to Daniel Igarza, Ravegan’s CEO for such an interesting insight into Blue Rider. Also a special thanks to Debora Schvartz for making this happen.

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