An in-depth interview with Brian Gibson about the development of Thumper.
How to make a game like rhythm, like audiovisual violence?
How did the game change during its development? Why? Which features were added? Which were taken away? When? What were the interesting design challenges? What was the original vision of the game? How did the idea emerge? How did certain features evolved into their final version?
The conversation is part of part of Devolution #3: Thumper, a cooperation between A MAZE. / Berlin 2017, Drool LLC and Game Design // BTK.