Antharion - Interview @ True PC Gaming
True PC Gaming interviewed Ari Rae-Silver, developer responsible for the open world party-based RPG, Antharion.
Please talk about developing the art style, level design and music for Antharion.
The art style was originally conceived of by myself back when Antharion was still a one man project. Antharion’s style was inextricably linked to the overall design of the game since its inception. The game was always intended to be a massive open-ended world with tons and tons of dungeons. In order to do this, I had to strip away all but the absolutely necessary assets, figure out how many unique version of each I’d need (on the high-end estimate) and determine how long each type of asset would take to produce. Level design is unique to every project and is something that you learn as you go along. For Antharion, it’s figuring out the optimal size/shapes of dungeons along with the optimal ratios of monsters to dungeons size and those sorts of things. We have yet to hire a composer to score Antharion’s music, but we know what we want and use placeholders while testing in-house.
Outside of creating the game itself, what is the toughest aspect of being an indie developer?
Game development itself is really one huge challenge. Probably the biggest is maintaining the project’s core vision while engaging in a multiplicity of seemingly unending tasks. You’re constantly designing, coding, managing the asset pipeline, planning what assets you’ll need and at what times, worrying about funding, paying people, distribution, deadlines, promotion, etc.
Also if you go to their Kickstarter page, you will find that they also have 3 stretch goals at 18K, 21K and 25K. At the moment of this writing they are about 6.500$ short of their 15.000$ goal with still 16 days to go.