Maarten van Zanten has been wishing to make video games since he was six years old. When he and Dwight Lagadeau started discussing the idea for a game, they decided to look for others who were interested and soon founded Excamedia. Maarten talks to Gamesauce about the studio and their first game, A Clumsy Adventure.
Excamedia loves a good challenge. Hailing from Utrecht in the Netherlands, Excamedia was founded by Maarten van Zanten in 2013 with an emphasis on retro-style gaming as well as difficulty — an element Zanten feels has been lost in many modern games.
“I miss the challenge in most games,” Zanten says, though he understands that many games are less difficult nowadays so that they appeal to larger masses. “In one way, it’s good for gaming as an entertainment medium, but on the other hand, it creates easy games for wider audiences to make big money.”
The Ultimate Challenge
Perhaps one of the biggest challenges Zanten faced was founding Excamedia. The studio began in August 2013, when Zanten and Excamedia audio composer Dwight Lagadeau secured a contract with Sony and Nintendo and got into the ID@XBOX program. But before they could secure contracts, they needed a place to call headquarters. “We found that we had to have an office to invite the publishers to, to show our professional approach while being an indie developer,” Zanten says. “The challenge basically was to find an affordable office we could afford.”
Zanten and Lagadeau eventually settled into Dutch Game Garden, a building in Utrecht that the team considers “Europe’s Silicon Valley for game developers.” In addition to providing a place to communicate with publishers like Sony and Nintendo, the office space also provided a central area for Excamedia team members to collaborate in person as well as with their international team members.
Currently, Zanten and Lagadeau, along with four interns, make up the populace at Excamedia HQ. But with Zanten working a full-time job in addition to his work at Excamedia and a team of international staff as well, online communication has become a staple for the company. “We mainly talk to each other through Skype — or if decisions need to be made on the spot, we do a Skype call, Google Hangout, or discuss one on one,” Zanten says.
Everyone brings their own special skill set and job to the table. Focusing on one job allows everyone to do what they excel at. While one person focuses on story-writing in Italy, another focuses on programming in France, and yet another focuses on 3D game elements in Nepal. The team holds weekly Google Hangout meetings to discuss things that need to be improved, things that need to be tested, complaints, workflows, and everything in-between. “Everyone is equal in the team and needs to say his/her opinion. Everyone is valuable during development.”.
Currently, Excamedia is developing a game called A Clumsy Adventure for the PS4 and PS Vita, though it will ultimately move to other platforms. The company was originally planning to release their game for smartphones, but good publishing conditions convinced Excamedia to release the game for Playstation consoles first.
A Clumsy Adventure is a story-driven game and features Zack, the main character, whose clumsiness lands him in an adventure in which he must save Earth from aliens in under 24 hours. “We wanted a character that evolves through the story and behaves like we sometimes do on a bad day when things go wrong due to your own clumsiness — and later you face a challenge you thought you couldn’t,” Zanten says. “The game has a message to never stop believing in yourself.”
Mechanically, the game was inspired by retro games, with the gamer traveling throughout the world fighting various enemies and “epic end bosses, which remind you of the old days.” According to Zanten, the game mixes the fun of Mario with the difficulty of Dark Souls all into an action platformer.
Excamedia plans to split A Clumsy Adventure into four episodes. Every episode will be evaluated by players and the feedback will be used to improve the next episode. “We have a general story to tell, but (game) elements can be added, changed or removed as we go,” Zanten says. “The gamers are the ones who will play it and enjoy it so we want to be proactive towards the gamers and listen to them.”
Funding and Running a Start-up
Zanten and Lagadeau currently use their own savings to run the company’s day-to-day operations and pay for the office space, but in April, Excamedia will begin an Indiegogo campaign. They hope to raise enough money to “optimize the development further toward the release of the game and the episodes that follow.”
In the meantime, the company is focusing on game development — which has its ups and downs. Zanten says that “the biggest challenge is to put the ideas in your mind into words. You visualize a lot of things, but sometimes you need to explain it.” However, the upside for Zanten is testing those ideas. “You can really see if what you wanted actually works or not,” he says. “It’s both exciting and tense. If it works out the way you want, it’s very satisfying.”
In addition to developing the game, Excamedia reports its progress to Sony and Nintendo. While the publishers do offer advice, Excamedia ultimately decides whether to incorporate it or not. Zanten notes that Nintendo and Sony treat indie developers very well and lets Excamedia be creative in every way.
In the Pipeline
Once Excamedia has a steady framework for A Clumsy Adventure, the company will begin tackling other projects — a few of which are already planned. One of the projects will be “Skyrim for children” and is based on a book from well-known Dutch writer Tamara Gereads-Grootveld. Excamedia is also planning to build a game around a musical album from music artist Katsuo.
Excamedia would also like to develop a fighting game and complete “Seal Space,” a game Zanten and Lagadeau were working on before the creation of Excamedia and haven’t had a chance to complete. “Although Excamedia is just starting, we have lots of ideas for compelling and challenging games,” Zanten says. “Our games will have a good focus on retro games, so don’t expect very easy games from us.”