While across the ocean for GDC, Mikael Kasurinen (Creative Director at Remedy) sat down with GameSpot's Kurt Indovina to talk about Remedy's thirty year-long history.
Post yesterday, the fourteen-minute conversation initially explores Mikael's own background and how he got into games and his introducing to Remedy through Max Payne.
Talking to Kurt, “I've always loved games and, as a kid, I just played all the time, all the different type of games. I visited my friends to play games. So, I probably loved games too much, I still do. And in the 90s, when Doom came out and Quake, I started modding; like, making these kinds of things by myself and so on. And it started to feel like this is the kind of thing I wanted to do. And when Max Payne 1 came out, I was like, blown away by it.”
He later picks up the story that led to Remedy approaching him, explaining that “They released tools that allow you to mod the game... So I started modding the game and learned how to use the tools and writing articles about it like “hey” and tell everyone else how to do it as well and so on. And Remedy caught that and went into discussions and eventually I ended up joining Remedy."
As the conversation moves to him joining the team as a Gameplay Designer, the topic expands to the studio's approach to each of the games and how over the years, refining the “Remedy game”, and how the persona of the studio has changed. They discuss how Alan Wake's traits can be seen already in Max Payne (I'm looking at you nightmare scenes), as well how Quantum Break influenced Control's approach.
You can watch the interview in full below or on the GameSpot website, HERE!