Nicolas Peufaillit, Nicolas Pelloille-Oudart and David Bigiaoui

Nicolas Peufaillit, Nicolas Pelloille-Oudart and David Bigiaoui

A MAZE.: Are you a wild heart? If yes, what makes you think you’re a wild heart?
N.P: Cause I (almost) never choose a project for money.
N.P-O: Hum… not sure I understand what a “wild heart” is, but it’s attractive so the answer is yes.
D.B: Hell yeah ! That’s what my mom tells me all the time.

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Daniël Haazen

Daniël Haazen

A MAZE.: If there is something wrong in the field of games / playful media, what would you fix first?
Daniël Haazen: The internet is going in a direction where copyright rules are getting stronger. I prefer an internet where everyone can use each other's work to make their own, as long as it's fair use. This counts for games as well. I hope

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Dhruv Jani and Sushant Chakraborty

Dhruv Jani and Sushant Chakraborty

A MAZE.: How would you describe yourself?
Studio Oleomingus: We are an open collaborative arts practice studio based in Chala, India. And usually run by Dhruv and Sushant. We work at the intersection of post colonial writing and interactive fiction, using video game spaces as sites of discourse, resistance and record.

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Enric Llagostera

Enric Llagostera

A MAZE.: Who (or what) is your biggest inspiration? Think beyond games too - musicians, writers, filmmakers, artists, scientists, …
Enric Llagostera: Storytelling, theatre, political economy, DIY, migration, conversations with my peers. I am inspired by humour, a certain level of mischief and trickster ways. The game making and critical work of (in no particular order) Jess Marcotte, Dietrich Squinkifer, Sabine Harrer, Kara Stone, and Pedro Paiva.

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Léa Coquoz and Manu Wirth

Léa Coquoz and Manu Wirth

A MAZE.: Who (or what) is your biggest inspiration? Think beyond games too - musicians, writers, filmmakers, artists, scientists, …
Manu: All the great scientists. Newton, Einstein, Tesla, Curie, … They all invented amazing stuff. I want to invent amazing stuff for games too.
Léa: No rules there. When you fall in love you don’t choose with who/what. Same here, so a bit of everything. But music and science are two side-passions if you ask.

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Julián Palacios

Julián Palacios

A MAZE.: What influences your work more: Past (history), present (contemporary) or future (scifi) and what are your sources?
Julián Palacios: The past. I like to use spaces in videogames as a way to connect our memories and our experiences of reality with what we see on the screen. And I love old music, movies, pictures, books. They give us glimpses of what were different ways of life.

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AAA

AAA

A MAZE.: How do you see interactive arts in 10 years from now? In 2030! Tell us your vision.
Gabriel: In 2030, VR is still not a thing, Itch.io has become a giant mass media and entertainment conglomerate and we are still releasing games people think we made on drugs.
Jira Trello: I hope (and imagine) all work created in the same medium of game engines is not constrained to one context.

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Marc Loths

Marc Loths

A MAZE.: What message(s) are you sending out with your works?
Marc Loths: Whatever message my work is sending depends on the work, really. Some of it is very self-indulgent, wallowing in emotions and feelings, some of it is more political in a broader sense and yet more work is more in the vein of ludic exploration. A lot of my recent work focuses on climate change and capitalism…

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Ata Sergey Nowak

Ata Sergey Nowak

A MAZE.: Is there a repeating pattern in all of your works the players may experience?
Ata Sergey Nowak: Most of my works were done on strategy games so some influences might have reflected upon Suzerain even though it is primarily a narrative game. Our goals as a new indie studio however is to tackle interesting subjects and to provoke thoughts.

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Joon, Muuutsch, Pol and Char

Joon, Muuutsch, Pol and Char

A MAZE.: What message(s) are you sending out with your works?
Joon: Squirrels like nuts.
Char: Connection, sharing & enjoying the small things together.
Muuutsch: Sound is super important. It can define your whole world, you can sell textures through sound only, and I so hope I convey that with my work.
Pol: We might be sneaking in some themes of worker alienation and isolation into the game, and hinting at a path to overcome it through solidarity with other disenfranchised critters! You didn't hear this from me.

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