‘Owlboy’ Creator on ‘Zelda’ Impact and Transfer To Nintendo Change

Indie video game struck Owlboyis now available for the Nintendo Switch, providing a new, more comprehensive group of gamers a possibility to skyrocket in D-Pad Studio's gorgeous, 16-bit platformer.

Owlboy creator and D-Pad art director Simon Stafsnes Andersen signed up with the Donkey Con Artists podcast, hosted by The Hollywood Press reporter's Patrick Shanley, to talk about the video game's dive from Steam to the Change.

"All of us matured with Nintendo as kids," Andersen stated. "We believed this will fit quite well. We looked at all the different consoles, due to the fact that we desired everybody to play it ... but the Switch just looked like a natural suitable for us."

The video game, magnificently rendered in a traditional 16-bit style, follows the adventures of Otus, the titular owlboy, as he soars through the air and hounds outlaws-- while likewise dealing with his own harsh bullies.

"We wished to make a protagonist who's not actually the basic hero," Andersen stated of Otus. "The concept is that you're not truly that unique which sort of permeates whatever that goes through the remainder of the story. If you have actually played any computer game, you understand how hard it is to obtain gamers to care about the characters."

As for the game's unique art style, which has earned praise for its level of detail, Andersen stated he drew inspiration from classic Nintendo games: "I have actually constantly been a huge fan of Zelda and Mega Guy. I believe Link's Awakening was the first video game I ever bought with my own money and you can see a great deal of that therein."

It wasn't simply old-school Nintendo titles from which Andersen drew inspiration, however."Wind Waker taught me that the most essential thing is to have extremely recognizable shapes for individuals, so I absolutely took motivation from that," he said. "And the environment, simply to make sure it feels alive and you can engage with everything in it."

With today's high-powered game engines and cutting-edge graphs, Andersen worried that there will always be room for more of a retro style in gaming. "You have to keep in mind with all art, its truly simply a medium," he said. "There's no such thing as things becoming outdated. With pixel art, its truly about getting as much detail as possible and having a great deal of skill in doing that."

Pay attention to the interview completely at the 25:14 mark below.