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turnover

Turnover

 

Part One

Host
We’re here at Harbour Garden with Chad Toprak and we’re going to talk about Turnover. How are you Chad?

Chad
Good thanks. How are you?

Host
Not too bad. So Turnover, it looks really interesting I like that it’s got, first of all it’s got a really interesting design perspective so why don’t you tell us where Turnover came from?

Chad
Yeah sure, so the Turnover is a four player, multi-gravity, spin the ball frenzy kind of thing. We projected onto the ground, it’s designed to be played with a bunch of people standing around it. It could like compare to your traditional type of game where people just standing beside each other looking at a screen. So I was thinking about how we could use multiple directions of gravity in an interesting way in a game and after a bunch, like you know just like a couple of months of thinking about it and having like an opportunity like a gaming gem with people coming together, yeah we just made it.

Host
Cool. So like what exactly are the development differences because I noticed that it’s played on sort of top down screens instead of one that’s in front of you. What are the differences in the challenges in making that sort of game for that sort of layout?

Chad
So having a game projected down onto the ground to me is a different way of playing because, you know, we’re so use to looking at a screen that’s vertical as opposed to something that is horizontal down on the ground and I feel it hasn’t been explored to it’s full potential yet, so we just decided to try it out and to me it’s about having people standing around the game and opposed to standing and watching from like upfront and yeah it works well especially when there’s a crowd gathering around as well

Host
It does look like a really frenzy game, do you think it’s something that’s going to bring people together? Do you think it’s going to be a bit more like Mario Party and it destroys friendships?

Chad
Yeah, possibly. We’ve showcased it a couple of times now and every time it’s played it’s like people are shouting and screaming. It’s just a lot of fun.

Host
So like I noticed it’s got sort of a Tron vibe to it with all the neon colours and the techno music and stuff, What made you decide to go with that sort of thing instead of a cute or pixely, like what made you go with that sort of art style? Was there anything in particular about it?

Chad
Right, so we tried to capture like the old arcade feel like today there’s a lot of games that have been developed that are really similar to the arcade games that we use to have in the 70’s and now they’re multi-player.. A lot of people can play around together and we thought you know what would do that justice? So we went with something Tron like you said.

Host
Well and how.. I really love the music in it, that was one of the things that grabbed me the most, I react really well to games that have good music. What were you looking for when you went through the process of the music, how did the music come about? Did someone else compose it for you? Or did you guys do it yourself?

Chad
Yeah, no we had… we had a sound artist in the team who did a spectacular job and you know we did something that didn’t feel repetitive, something that would be people excited and something that really captured that ‘arcadey’ feel and I think it works really well.

Host
Cool, so you have one tip to give to people about to play Turnover, what would it be?

Chad
Gosh.. I have no idea. I’d just have fun and use the level to outsmart the other players.

Host
Thanks for chatting with us Chad.

Chad
Yeah, no worries. Thank you.

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