News: N-Europe Interviews Ex-Nibris Staff
Posted 06 May 2009 at 12:41 by Tom Phillips
Is Sadness really going to be uncovered this E3? What really was going all that time at Nibris studios? N-Europe tracks down an ex-employee of the company for the real deal...
Yesterday we reported on the possibility of Polish developers Nibris turning up to this year's E3 gaming expo with something concrete after more than three years of development on their title Sadness - which they also said about last year's Game Developers Conference before failing to show up.
In an exclusive interview, we have spoken with Adam Artur Antolski, a scriptwriter for the game from the very initial stages of the project (here he is commenting on the title in June 2006). Describing his work on the project, he explained:
- Antolski: I'm the author of many of Sadness's characteristic's that NIBRiS is still using, such as black and white theme, time and place, major characters, and Slavic mythology references.
N-Europe: When did you start working at NIBRiS, and how long did you work there?
Antolski: I started at the very beginning, in 2006, and it lasted just over a year ... I had absolutely no experience: In fact, I wasn't even an adult yet. [I was chosen] probably because of my work as a journalist for a Nintendo website [a fansite - nothing to do with Nintendo themselves - ed.] I was very grateful back then, but I have no clue why he didn't asked someone more experienced. It is strange, but I wasn't the only one - I remember he involved couple of others from that site, at least one of them still works for the project.
We felt it was time to delve into what was really going on at Nibris, in the year after the first trailer hit at E3 2006.
- N-E: So how many people were actually involved with Nibris then, including yourself?
Antolski: Not more than ten, I do not precisely remember, because I didn't know the entire crew.
N-E: What work did you actually do in your time there - was there any progress with actual development, or was Sadness still in pre-production?
Antolski: When [I was] contacted, there was only a title - Sadness. In about three of four days I come up with some ideas, which evolved into a "script". We actually wanted to make a interactive movie, and there was couple of other ideas as well.
When I was leaving, there was only one 3D object - some train cart I believe, which says a lot for me, most of the time the Sadness project was science-fiction.
This is most intriguing, since by the time of Antolski's departure, the first "trailer" for the title had already been released for almost a year.
Look for part two of our interview - with more details behind-the-scenes at Nibris and planned gameplay details for Sadness, very soon.