

This game felt like a party, I just had my friends over, we’d get pizza, we’d all play this game and talk and joke about it. It’s easy and super fun for me to do, and I got to do a lot of live playtesting with my friends for hours and hours. And that’s what I do, just design and art direction. It felt like only the good parts of developing a video game. I didn’t even have time to think, so it was just ‘this is happening’, and I was always excited about it from the beginning all the way to the end. Here’s this idea, I prototyped it in two weeks, I called up, they came down and two weeks later the Kickstarter starter. Really what made Four Souls special is because it fell out of the sky.

It suffers and people can see that very clearly. I’ve made a lot of mistakes when I was younger and worked on projects that I wasn’t 100% into, and it suffers. You get this feeling, this aura of ‘if he doesn’t really like it then it probably wont be that good.’ That’s what I bring to the table, I only work on projects that I’m 100% in on. There have been times where I haven't been 100% into the project that I’m releasing - its rare but it happens - and people can tell. MT: That sort of obsession from fans about basically everything you do is really unique, what do you think it is about what you do that creates such a tight knit community around your games that other creators don’t get?ĮM: It may be something as simple as I’m really into what I’m doing, and I’m honest about it. Edmund McMillen is an American indie game creator who created "Super Meat Boy", and "The Binding of.
