As I delve into this captivating narrative of Kyle, a game developer extraordinaire, I can’t help but feel awe at his relentless pursuit of creativity and passion for crafting immersive gaming experiences. With a background that echoes the trials and triumphs of countless indie developers, he has managed to secure a deal with No More Robots, a publisher renowned for its unique and captivating titles.
A newly unveiled game called Little Rocket Lab has piqued our interest, both visually and in terms of gameplay. It’s definitely something we’re keeping an eye on, as it seems like it could easily become a significant part of our gaming time. To get more details about this intriguing title, we had the opportunity to chat with Kyle Schmitz, a developer at Teenage Astronauts, regarding his initial solo project: Little Rocket Lab.
Previously, Kyle was employed at Ubisoft, which gave him extensive knowledge in large-scale video game creation. However, this is his debut project as a solo developer. He has partnered with publisher No More Robots, a company renowned for producing unique and innovative games. We had the opportunity to chat with Kyle about Steam Deck compatibility, support on other platforms, and most importantly – whether or not you can interact with the game’s dog.
What made you want to move away from a large publisher and become a solo developer?
Interestingly, I never intentionally planned to transition from a big publisher to independent development. Instead, my career path was somewhat nomadic, moving between various jobs, which eventually left me feeling discontent working for large corporations. In the midst of this, I began developing a game as a pastime during my evenings. I continued to work on it sporadically, dedicating just a couple hours here and there. This project unexpectedly rekindled my passion for programming that I had initially discovered. The ability to focus on something so immediate and tangible was incredibly rewarding. It wasn’t until around a year of part-time development that I recognized the potential of this project as a viable business endeavor.
What’s your experience like when you work independently, setting your own deadlines, and so on? Does any aspect of your time at Ubisoft ever feel missed?
The workload is significantly heavier compared to my previous jobs, as I consistently put in more hours than ever before. However, this job offers a unique advantage; there are no meetings, approvals, planning sessions, or onboarding processes to slow things down. Furthermore, the freedom to instantly pursue any unusual idea that pops into my mind and incorporate it directly into the project without prior approval is truly exhilarating.
What I truly yearn for, despite all else, are the camaraderie of colleagues. I’m fortunate to have an outstanding team of contractors I work with, but nothing quite compares to being able to engage with someone sitting right beside you in a moment’s notice – sharing thoughts, brainstorming ideas, and so on. Many innovative concepts emerge from such collaborative interactions, which can be challenging when you’re isolated at your desk.
What made you want to create a factory sim, and how did the cosy-element come into play?
Initially, my passion led me towards crafting a life simulation game, fueled by my deep affection for titles like Harvest Moon. However, farming was becoming a bit too mainstream, and I yearned to inject fresh ideas into this genre. Pondering ways to innovate, I considered automating aspects such as villagers assisting with production or even incorporating machinery. It took some time for the idea to dawn on me that perhaps the farm could be eliminated entirely, transforming the act of constructing a factory into the primary objective itself.
What was the inspiration behind the beautiful art style at Little Rocket Lab, since it’s just one developer? How did you develop such an aesthetic?
In my exploration, I discovered that highly-acclaimed factory simulation games often leaned towards a more sci-fi or gritty look. To shift the tone in a warmer, more inviting manner, I envisioned blending the factory builder genre with the vibrant, cheerful pixel art style reminiscent of classic SNES games. I drew inspiration from various artists on Twitter and assembled a collection of visual elements that captured the atmosphere I aimed for. Notably, Eirill Dragland, our character designer and primary hand-drawn illustrator, played an essential role in giving life to my ideas about the game’s characters.
Are you a fan of games like Satisfactory, Factorio, Foundry, etc? Any inspiration from there?
As a dedicated fan, I’ve dabbled in both Factorio and Satisfactory, and I must confess, some of the fundamental gameplay ideas and mechanisms seem to have their roots in Factorio. To avoid being too influenced by it, I intentionally kept my playtime limited, knowing that if I delved deeper, every design hurdle I encountered would likely prompt me to solve it in a manner reminiscent of Factorio. Ironically, I’ve found that several designs have inevitably gravitated towards Factorio’s approach, given its undeniable mastery of the factory-building genre. And yes, even my rocket design draws inspiration from the one featured in Factorio.
It appears as though the factory settings have a narrative behind them. Does this imply that there’s a way to “finish” or reach an end in the game?
In my game design, I aimed to establish a well-defined protagonist at its core, rather than the typical self-insertion character found in many life simulation games. This character would have a rich backstory, strengths, flaws, and goals that could drive a narrative with a clear arc. However, during playtesting, players expressed uncertainty about why they were building the factory. To address this, I incorporated a rocket into the game, along with a storyline that follows its development. This addition helped players connect more deeply with the game and feel a strong sense of purpose for their next steps. Although there is a way to complete the game and reach an ending, my intention is to provide additional objectives post-story completion, enabling players to continue enjoying the game indefinitely.
Is it generally straightforward to join forces with the team at Publisher No More Robots, given their reputation for creating some really interesting games?
I’ll always remember the initial email I got from No More Robots following my game pitch. The first words Mike Rose used were “Wow Kyle, this is stunning. I’d happily play this game to pieces!
From my perspective, the process of joining that team was surprisingly smooth-sailing. Granted, it took two years of meticulous preparation before we had our pitch, but the team there has been nothing short of amazing to collaborate with. Their friendliness and eagerness to help have left me pleasantly surprised on more than one occasion. This camaraderie is particularly meaningful for me as a rookie, given that this is my first time leading a project. I’m truly grateful for their willingness to ensure everyone’s satisfaction in our endeavor.
In other words, do you experience any pressure to maintain high success rates with the publishers, or is this aspect not a consideration during game development?
As an aspiring indie game developer, my primary focus isn’t merely replicating what’s already been done. Instead, I’m striving to establish my own benchmark and push myself to excel. My ultimate goal is to create games that not only satisfy me but also resonate with players, allowing me to continue this passion for a long time. Yet, I believe that a game that I consider good is one that gamers will enjoy as well, ensuring a harmonious outcome in the end.
As a solo game developer, I often ponder over when and how to launch my creation. The decision isn’t always straightforward; it can be a blend of self-determination and guidance from potential publishers. Sometimes, the publisher sets the timeline based on their market strategy, while other times, I take the lead, releasing the game when I believe it’s ready. It’s an intricate dance between my creative vision and the practicalities of the gaming industry.
Originally, No More Robots gave me the freedom to establish the initial schedule for milestones and deadlines. Consequently, when I fail to meet a deadline, it’s primarily my fault to blame. However, as we approach the release, it has become a joint effort to select a suitable date that aligns with our respective schedules. We must strike a balance between allowing enough time for completion while considering the remaining budget and ongoing investments. A touch of pressure is beneficial in this scenario, as it helps avoid unnecessary delays or over-investment in less crucial features, ensuring the game remains focused and efficient.
It looks like you can pet the dog in the trailer for Little Rocket Lab, can you confirm?
Can confirm, you can pet the dog. Not only that, but you can play fetch with him too.
Will the game be playable on Steam Deck?
Definitely. We already have a build working fantastically on the Steam Deck.
Will Switch and Game Pass be released initially, or are they intended for the PC first? I’m curious about the possibility of a PlayStation edition of Little Rocket Lab.
As an enthusiast, I’m thrilled to share that our game will debut concurrently on Game Pass and PC platforms. Fingers crossed, the Nintendo Switch release follows soon post-launch. Regarding a PlayStation version, it’s yet to be determined at this stage.
How are you planning to spend your holiday vacation, ideally taking a break? Do you have any plans to play some recreational games during this time?
I’m planning on having a brief break, but not an extended one! With two young children at home, I want to maximize our family time during the holidays. My daughter and I will likely spend a good deal of time playing Little Kitty Big City, while I might indulge in some Balatro myself.
Thanks so much to Kyle for his time. Little Rocket Lab is coming to PC in 2025.
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2024-12-10 23:47