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Tales of Valoris: A Look Behind an Indie Studio’s Development

Today, readers can dive into the scorpion den as we interview the developers of Tales of Valoris: Swallows Defenders. The studio behind this narrative-driven and lane-based tower defense game is Digital Scorpion Interactive, a remote-first studio with an emphasis on uplifting entry-level talent. We specifically interviewed Nicholas Revell (CEO), Michael Slamon (CCO), and Nick McKinnis (CLO) for a behind-the-scenes look at what a production schedule looks like, along with their further insights.

Interview responses have been slightly modified for the sake of clarity and cohesiveness.

The Story

What are the central themes of the story that we wanted to portray?

Michael S.: One of the more prevalent themes across our IP is perseverance and rising to occasion against the odds. Swallow’s Keep is an isolated town left to contend with the elements and the dangers of the wild. The bandits amassing in this conflict are unheard of, and this forces the Keep to bet everything on its heroes. With that theme in mind, and without giving too much away, we also wanted to lay the groundwork to think about the bandits as more than just misunderstood and vengeful, but rather people who have also been caught in unfortunate circumstances beyond their control.

How did we design the bosses in Tales of Valoris, and how are they relevant to the game? The IP?

Michael S.: We worked our way backwards on this one from our flagship title currently in development. For reasons we hope to show off in the future, these bosses had to tow the line between savage and rebellious. It was also important to maintain the idea that these people were once disorganized and busy fighting each other, so the bosses had to appear to be in more of a reluctant truce as opposed to a unified army.

About the Game Design

What was your inspiration behind creating a game like ToV?

Nick M.: I have always been a fan of the Plants vs. Zombies franchise, and this game can be considered as a sort of love letter to it. What I like about it is its ability to take a simple concept and turn it into hours of fun that can also get really complicated. As a result, I wanted to create a game that was both complicated enough to sink teeth into (strategy) but also easy to pick up and easily digestible for the average gamer.

What were some of the biggest challenges in creating this game?

Nick M.: Since we are a new studio looking for funding, one of the biggest challenges was proper publishing and resource allocation. We advertised on LinkedIn the opportunity to QA test the game before release to gather information and effectively communicate with the general public.

About the Team

Tell us a bit about the developers behind the project.

Nicholas R.: Digital Scorpion Interactive is a scrappy team of junior talent that is trying to break into the industry. With the passion that the team has, we are beyond happy with how ToV came along. With a continued vision into the future, we look forward to more projects coming from our team.

This is the studio’s first release; what are your hopes and aspirations now that the company finally has a title out there for the public?

Nicholas R.: There’s quite a list! First, we will continue advocating for our team’s ability to adapt in the industry, especially since we are trying to pave the path forward for the studio to be funded. Next, we are going to resume work on our flagship title, Hit N Bit, and work toward creating a beautiful demo for publishers, investors, and venture capitalists. Another thing that I want to mention to the public before anyone else is that we have our third title in the coming months, but for now you’ll have to wait and see the surprises we have up our sleeves.

Can you provide some insights into the future of DSI? What should readers expect from the company?

Nicholas R.: We’re going to keep making games! We’re going to keep breaking down barriers to entry in the industry at large. Most importantly, we’re going to do it with a smile on our face and see this through while still trying to maintain high spirits during our fight to get funding.

Closing Remarks

To end this look into the workings of an indie studio, I asked our interviewees if they had any closing remarks to people within the industry and those looking to enter or transition into it.

Nick M.: One piece of advice I have for entry-level people and other up-and-coming studios is to just get it done and get it done well. Because finishing a small project is better than getting nothing done at all. Big projects are great, but it’s crushing if they end up falling through. Win small, win often, and it will lead to big wins down the road.

Michael S.: The best advice I can give is to not treat yourselves like a traditional company. You will second-guess every step you take and possibly get lost in the stress. At the end of the day, just be a gamer taking on a quest with your team. Take a rest, slay the dragon, and your team will be on stage in no time. For other developers looking for a chance, look into some indie studios. It can certainly be scary to take on an unpaid position, but don’t be afraid to research a company and take the plunge if they seem like a good fit and if you’re financially able to. Sometimes it’s better to carve your path together than to stay waiting for an opportunity!

During a tumultuous time in the video game industry, it’s nice to see smaller studios achieve great things and uplift those achievements, no matter how big or small. We hope that seeing a studio filled with entry-level folks can inspire others, whether they are a veteran in the industry or just getting started, to be the best version of themselves and to remind them to take pride in the little things that they achieve, even on a daily basis!

Tales of Valoris: Swallows Defenders is out now! If you enjoy a challenging game with a memorable cast of characters, we recommend trying it out!

Feature Writer
Hello there! I'm Aidan, a writer and narrative designer based in Los Angeles, CA! A few of my favorite games include FFXIV, Pathfinder: WOTR, and Goose Goose Duck! I love to write stories that get our brains wiggling and thinking beyond the boundaries.
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