Post by Plexstorm Community Team on April 29th, 2019

Cybernetic Walrus Exclusive Developer Interview for Antigraviator

Plexstorm Community Team
Published in
3 min readApr 29, 2019

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There are many ways to defy gravity both in the figurative and literal sense. When you’re looking to literally defy gravity, Cybernetic Walrus has you covered with their new game: Antigraviator. This high-flying, deep space race has everything that makes for an intrepid battle of racing prowess. We had a chance to sit down with the team at Cybernetic Walrus to understand more about how this game came to fruition and what drives the team towards game development success on the reg. Check out our interview below!

Hey There! Please give us a quick introduction of Cybernetic Walrus. What’s your mission/goals in game development?

Cybernetic Walrus is a game and service studio, we have own IP games like Antigraviator but also do work on projects for customers in Belgium and abroad.

What’s a fun fact that others may not know about your team?

We are actually a team right out of school, this means we still have a lot to learn and not always veteran people to fall back on.

How did you get involved in developing indie games?

Making games has been a life long dream and passion. However, I had a busy job and never had the time to work on them. At one point I decided to follow my dream and I went back to school to get a bachelor degree in Digital Arts and Entertainment.

What do you do when you’re not developing indie games?

Cybernetic Walrus is a full-time business, at the moment that means there is not much room for other things at the moment. But those rare moments when I am not involved with the company I try meeting up with friends or going out with my wife.

Let’s talk about Antigraviator now. This futuristic fast racing game takes lightning fast reactions to traverse the dynamic courses while also dodging chaos and danger at every turn. How did you come up with this concept?

Antigraviator started as a school project, at first, we thought of making it an async game, where one player would race and the other would try and dodge traps, you would then swap. But that quickly turned out too boring so, we made both players race at the same time but kept the trap system.

What was the biggest challenge you encountered in developing Antigraviator?

The console versions have definably been a challenge. We had hoped to release all versions at once. But that turned out to be hard. On top of that we have a 3rdparty vendor that has us waiting for a solution for almost a year now.

How do you keep your morale high during challenging game dev stretches?

We communicate daily with team to make sure no one is too stressed out. If they are, we look for solutions together. Other than that, we organize a monthly event for the entire team, with the idea to release some stress.

What was your budget for Antigraviator?

The total budget was around 400K Euro if you add marketing and console development to it.

What lessons did you learn as you went through the stages of development for Antigraviator?

The most valuable lesson is that we didn’t publicly test some parts of the game enough. Especially those we added towards the end of the production. I don’t mean bug wise but feature wise.

Anything you want to tell the Plexstorm community before we sign off?

If you haven’t played Antigraviator, do try the free demo version we have on Gamejolt.

The full version of Antigraviator is currently ready for purchase and download on Steam for $24.99! Be sure to visit and engage with the team at Cybernetic Walrus via their official website and social media pages below as well!

Website

Facebook

Twitter

Instagram

As always, thanks for reading and keep on streaming! ❤

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Plexstorm Community Team
Plexstorm

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