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Editor’s Note: The full interview is available here. While this article summarizes key highlights, you can explore the complete conversation for additional context and insights.


We’re thrilled to sit down with Miketendo64 to share the story behind Vextorial! In this interview, Timothy, managing and technical director of VEXT GAMES, will dive into the inspirations, challenges, and creative process that shaped the game, as well as what players can look forward to in the full release. Whether you’re a puzzle enthusiast or just curious about indie game development, this conversation is packed with exciting insights!


Introduction & Origins of Vextorial


"I brought the simple prototype about the plane-switching and gravity-switching dimensions concept into trying to set up my own team throughout the Transfuser program." Timothy shared his journey, from starting as a solo developer with a gravity-switching prototype to forming a team under the Transfuser program. The inspiration stemmed from a student project and an animation on Instagram that showcased 2D and 3D transitions.


Gameplay and Design Philosophy


"Our game is a multi-dimensional puzzle game," Timothy explained, "allowing players to navigate between 2D and 3D planes while manipulating gravity to reach their goals." Vextorial stands out with its unique mechanics, focusing on 2D and 3D plane-switching and gravity manipulation, with an uncommon non-grid based movement. It incorporates puzzle elements like gravity-reactive blocks, creating intricate challenges. A neon-themed, abstract art style ensures players concentrate on solving puzzles while navigating the visually compelling 2.5D world.


Technical Challenges and Innovation


"Developing switching planes and gravity mechanics was one of the most complex tasks I’ve ever tackled." Timothy explains the technical hurdles, such as coding custom tile map systems and managing seamless transitions between planes. The Unity engine was chosen for its advanced camera manipulation, pivotal for the smooth transitions.


Community Engagement and Future Plans


Vextorial was supported by Tranzfuser and UK Games Fund, and has been showcased at events like EGX, ProtoPlay, and GaMaYo. Those are invaluable opportunities to network with other professional developers and learn from real-time play testing for refining level designs. Timothy added that player feedback has been positive, Vextorial even gained 200 Steam wishlists in just three days!


Our team aims for a release on Steam, while Timothy also discussed about post-launch content, including updates like a level editor and additional mechanics. The game is also slated for release on Steam Deck, and later on other consoles, with the Nintendo Switch being a priority due to high demand.


To know more: https://miketendo64.com/2024/12/09/m64-interview-timothy-yiu-ting-chung-vextorial-gc/



To stay updated, follow Vexotrial and VEXT GAMES on our social channels and keep an eye out for our Steam page. This is one game—and one studio—you won’t want to miss.


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