
This, in turn, opened a variety of artistic paths we could take, which became somewhat overwhelming, so we began by setting some sticks in the sand:Īfter the cute and colorful Ghost Giant, we wanted to make a dark and epic fairytale, the setting, style, and gameplay revolving around giant tabletop games, including dice, cards, and playing pieces.


Our next adventure, Lost in Random, brought with it a larger budget, as well as loosened technical restrictions. These games feature completely different styles, atmospheres, and tones, a longing for exploration in game design and for telling great stories in gorgeous, handcrafted-looking worlds.Īfter these two games, we went on to make Ghost Giant, a VR experience that really tested our ability to deliver a great-looking game – a fairly realistic cardboard, dollhouse world – without losing frame rate. When I first joined Zoink in 2016, we had just signed our first EA Originals project, Fe, which we worked on alongside Flipping Death. Redmalm: Zoink has always been an art- and innovation-driven studio, starting new projects with a strong visual and conceptual hook – fueled by our passion for exploration.
