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What is the inspiration behind your game? Growing up in the UK during the ’80s and ’90s, I was heavily influenced by the films and TV I watched as a kid. We’re big fans of Doctor Who, especially how weird and unsettling it can be. The old Hammer Horror films were also a big influence, full of outlandish, over-the-top, raucous characters. Musically, we drew inspiration from bands like The Clash, Madness, and The Specials. Some of those albums were on repeat during development. You’ll find a lot of those influences lurking inside There Are No Ghosts at the Grand.
How did you get into the games industry? I started out as a graphic designer and marketing artist for video games, working on titles like Crash Bandicoot, Spyro the Dragon, and the FEAR games. Eventually, I moved into development as a user interface artist. Years later, while working on Friday Sundae’s debut game, that old mix of action, humour, and horror from my marketing days came back to haunt me, and helped shape There Are No Ghosts at the Grand.
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