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Had the pleasure to talk with Álvaro Herrero from The Herrero Games. Let’s learn more about the studio and their games such as, Mercury Race. You can pick up the game right now for the Nintendo Switch and Steam.
Thank you Álvaro Herrero for taking the time to speak with me today. Can you tell us little bit about yourself?
I am a software developer and game designer from Santander, a beautiful city in the north of Spain. I started making games 7 years ago, and I realized this was what I love to do.
Can you tell us a little bit about the history of Herrero Games, how was it formed?
Herrero Games is my video game development studio. It started as a one-man studio, but I have a lot of collaborators working on the projects.
You’re currently the software developer & video game designer at Herrero Games. Can you explain your role and responsibilities?
I am actually the designer, developer, musician and producer of the studio. I start with an idea for a game and I manage to develop all aspects of the game until the game is ready to be shipped.
Herrero Games makes really cool games like Mercury Race, Job The Leprechaun and Reptilian Rebellion for the Nintendo Switch, where did the ideas come from to make these individual games. Will Super Blue Fighter get a release on the Nintendo Switch?
Well, I try to make games with some kind of charm, so all games have those cute characters, but Mercury Race is the exception to this rule. I wanted to make a tough and challenging racing game to explore other aesthetics and styles. My current project, Catalina Cow uses all characters from Job the Leprechaun, but with a totally different game mechanic.
Super Blue Fighter can’t be ported to Switch because it was made using a programming language not supported by the console. But this is a game I surely remake in the future.
For the viewers that haven’t played any of these games can you explain to them what each game is about?
Job the Leprechaun is a casual platformer with a retro vibe, inspired by classics like Alex Kidd or Super Mario Bros.
Super Blue Fighter is a casual game about collecting the right robots in the scene.
Reptilian Rebellion, a casual shooter with a lot of conspiracy theories references.
Mercury Race is an arcade racing/shooting game set in a retro-futuristic world.
Who came up with the graphic style for all of your games, each one is different and unique.
The first two games was made using pixel art, the third one with voxels and Mercury Race has a low poly neon style. I don’t know, I try to make the aesthetics coherent with the game mechanic and project scope.
How many people are involved with making these games include logo and game artwork. What are there various roles.
The first three games was made only by me. Music included, I hate using library music and asset store graphics, so all was crafted.
With Mercury Race I hired a music composition studio, who made a great work with the music, using real analog synths and rhythm machines from the 80s. I also hired some freelance 3d modeler and texture painters.
Are there any major differences between making the games for the WiiU, (Steam) or other systems & Nintendo Switch. Are there any noticeable changes.
With Reptilian Rebellion and Mercury Race I used Unity, and the porting process was not too hard. You have to learn the guidelines and terminology though. Anyway, Switch publishing is by far more easy than WiiU regarding documentation and paperwork.
Currently you have a game called Catalina Cowl in production can you give us more details about it.
Catalina Cow is a real-time tactic game with a hilarious story. Catalina is the cow that appears on Job the Leprechaun. The goal is to drive all leprechauns to its correct house, without them being killed by the enemies.
It is my biggest project to date, and I think it will be released next year. And it have aliens
🙂
Were there any lessons learned from your previous released games that are being applied to Catalina Cow?
I have learned a lot with my previous games. For example, I learned that spending time creating editor tools to generate levels really worth the effort.
I have now a more iterative development process, and I try to test the game with as many people as I can.
Another lesson I learned, if a mechanic is not clear enough for the player or doesn’t really add something to the game, it is discarded.
Are there any challenges or difficulties when making games for the Nintendo Switch compared to the WiiU
Not really, Switch is a very capable machine, and I had not any big problem with it.
With Mercury Race I managed to have a nice performance since the beginning of the development, so it run on Switch very well
What does the future hold for Herrero Games after the Catalina Cow is released.
I don’t know. Indie development is hard, but I have other ways to earn money, so I am not worried about the future of the studio. Herrero Games won’t go anywhere in the next years.
With Catalina Cow I am trying to create a very special and different game, and this is where I am focused right now.
Currently the games are digital only, is there a chance that Job The Leprechaun, Mercury Race, Reptilian Rebellion & Catalina Cow could get a physical compilation release for the Nintendo Switch maybe with the help of Limited Run Games or Super Rare Games?
Maybe Catalina Cow, as it is going to be a bigger project with a lot of content and hours of play.
Do you have any advice for other game developers who are also hoping to create quality games for either the Nintendo Switch or Steam?
Create a nice game, a different one. Start with something small. Making a game is all about making decisions, so learn to decide things on your game.
Making a game is not adding more and more content, but choosing what is different and cool on your game and polish that aspect.
Before we end this interview is there anything else you’d like to share?
Just let me say thanks to you and your readers, and if you want be informed of Herrero Games, just follow our social media.
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