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As far as we know, we’re the first in Germany! How did you come up with this great concept? Any inspiration from the past?Īs mentioned above, the game was mostly based on an older university prototype. It’s really important to us to try to make the game industry a little bit of a nicer space for us. It’s a model that’s also used in the USA, France and Great Britain, for example Motion Twin from Dead Cells. We really try to make all our decisions together, so everyone of us can participate in all big decisions. It’s basically like a democratic company. Randwerk team You write that you are a Cooperative on your website, what does that mean? Not only a fantastic concept and tech artist, but also producing most assets. The man behind the imagery, the style, the one and only.
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A true Jack of all trades, Johannes does programming, sound design, UI, project management and even writes presskits. “What do you do?” “Uuuh – several things”.
#Abriss berlin crack#
Every explosion you see, every piece of debris, every crack does exactly what it should. Till writes the custom build & destruction system. We had all worked as interns and on a lot of university projects, but ABRISS is our first commercial game and we’re really happy that people like it. Till, Friedrich and me all studied game design together at HTW Berlin.
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It was very different from ABRISS, but basically that’s where it came from. The game was called Antitect, and it was a game about destroying stuff. Twitter:Ĭould you tell us how your team started this project and which is your background?ĭuring the first COVID lockdowns in the summer of 2020, Friedrich and Till approached me to ask me if I wanted to work on something based off a game they had made as a university project a couple semesters earlier. Should we really introduce ABRISS? we are pretty sure that you’ve stumbled upon this great title already 🙂 so let’s jump straight into the interview with Johannes Knop, Chairman and Developer at Randwerk, the team behind ABRISS.
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