David Carrigg from Retro Affect on Snapshot

Studio: Retro Affect One of the really great things about going to PAX East every year (besides, you know, going to PAX East every year) is seeing games develop from […]

Studio: Retro Affect

One of the really great things about going to PAX East every year (besides, you know, going to PAX East every year) is seeing games develop from one year to the next. 2012 was not the first time we’d gotten a chance to see Snapshot, or to meet the devs. Getting to see its newly polished form, was a real treat.

Task: Take a photo with PIC

PIC is the cute little robotic star of the Snapshot, and there were plenty of photo ops. I decided to pose in front of a big ol’ banner of the little guy’s head, and was snapped by the Dev. I’d show you the picture, but the Dev has it, not me. Whoops.

Dev: David Carrigg

BrainLazy: What title would you like to discuss?

David Carrigg: Retro Affect’s first title, Snapshot.

BL: What was the inspiration for this title? How did you conceive of the idea?

DC: The idea for Snapshot originally came from a friend of ours. He had a dream one night where he was being chased by a monster, and when he took a picture of it with a camera, it was captured within the photograph. This eventually because the main mechanic for Snapshot, and we grew the idea from there.

They used to think a camera stole your soul. It turns out, cameras steal logs.

BL: Does the game differ greatly from the original concept? What inspired the change and how did it evolve? Why did you choose your current direction?

DC: Originally, a prototype of the game was made, which is what was nominated for the Excellence in Design award at the IGF in 2009. After this success, we decided to turn the small prototype into a full game. We essentially threw everything out and started from scratch. The current version of the game features high resolution and drawn art, support for our physics engine, and many other things. We’ve since announced that Snapshot will be releasing on the PS Vita, PS3, as well as on PC through Steam.

BL: Regarding being an indie developer. Are there any prototype games that never came to fruition?

DC: Tons. As with any trade, you need to work on your craft to get better at it. With games, this means prototyping isn’t just the first step of creating a new game, but it’s also how we get better at what we do.

BL: What attracted you to indie development?

DC: The freedom to be able to work on what we want to work on.

BL: Would you ever work for one of the big developers/publishers? If you already have, would you ever go back to it?

DC: It’s certainly not out of the question. It’s entirely different running your own studio than just working for a larger company. There’s huge responsibilities that come with bring an indie developer, which can be quite the burden sometimes.

And so ends yet another week of the Indie Megabooth look back. Join us on Monday for more great indie coverage, and if this was only enough to whet your appetite, you can find more about the devs and their games at www.retroaffect.com. So long for now!

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About Decoychunk

Editor, Writer, and general Knower-Of-Words, if there is text to be read on BrainLazy, Joseph Lallo probably has his fingerprints on it. As the final third of the ownership and foundation of BrainLazy, Joseph “Jo” Lallo made a name for himself when he lost the “e” from his nickname in an arm wrestling match with a witch doctor. Residing in the arid lowlands of the American Southwest, Joseph Lallo is a small, herbivorous, rabbit-like creature with the horns of an antelope. He sleeps belly up, and his milk can be used for medicinal purposes. Joseph Lallo is also author of several books, including The Book of Deacon Series, book 1 of which is available for free here.