
In this early stage, designers tested each other's puzzles and fixed the problems they found. The idea at this stage was to create the structure, not to make the game look pretty, and learn what they could. At this point, the game was visually homogenous - a lot of its features looked the same. Now that they were creating a completely new game, they had to figure out what was next.

They knew they'd realize what they were doing was wrong, and need major changes. Why? Reactive development is not based on a plan. They didn't know know what they wanted until they saw it. Yet they knew what the end product would look like (a truth particularly acute for a new intellectual property).Īnd they also knew that, several times during the project, they would realize what they were doing was completely wrong. Croteam created a game mechanism and had the foresight to understand that it inspired a game different from one they set out to make. The "philosophical first-person puzzle game," as Hunski describes it, is a product of what Ladavac calls "reactive" game development. "We started working on Serious Sam 4 and ended up making The Talos Principle," Hunski said. While doing so, they discovered that the mechanic was so fun that it could be its own thing.

#Who made the talos principle series#
To test it, they created a series of levels for the internal team to playtest.
#Who made the talos principle portable#
When working on Serious Sam 4, they created the Jammer, a portable device that can disable objects like forcefields, weapons and enemies. It began, Hunski said, with a mechanic from another game. They also couldn't exist without Serious Sam. Second, it's built on a foundation of philosophy - and deeply so.

The Talos Principle is precisely nothing like Croteam's previous games. The Zagreb, Croatia-based studio is best known for the Serious Sam series of shooters, which it has been creating for decades. That's the story that CTO Aren Ladavac and CCO Davor Hunski told today at a GDC 2015, at a presentation that kicked off the Independent Games Summit. That it exists is a testament to developer Croteam's refusal to ignore a game that wanted to be made and devise a new, iterative way of developing. The Talos Principle was never supposed to happen.
