If you haven’t played GRIS on Nintendo Switch yet, do yourself a favor and pick it up immediately. The game has cemented itself among other indie games that straddle the line between video game and art exhibit. We got a chance to talk with Conrad Roset, creative director for the game. He shared some insights into the development behind GRIS and whether or not we’ll be seeing a physical version any time soon.
The world first learned about GRIS through an art exhibit that debuted in the Foley art gallery in New York City. Guests were treated to a stunning visual array of paintings before it was revealed that they were actually screenshots from an upcoming video game.
“We’re really seeing video games as a form of art. We don’t think there are so many differences between movies and art. The same way that you see movies about everything, there should be games about everything.”
– Roger Mendoza, co-founder of Nomada Studio
1. What sparked the initial idea for GRIS?
2. What were some of your inspirations for the music featured in GRIS?
3. Was the music designed around the gameplay or the music composed and then gameplay created around it?
The music and visuals of GRIS have been closely intertwined since Nomada Studio began work on the game. The team wanted to create a relaxing experience that could evoke emotions even in people who are just watching the game, rather than playing it.
“Our first ideas revolved around creating a game that evolved visually, not only mechanically, as the player advanced through it. With Gris, we try to go for an emotional, unique and accessible experience, something anyone can play and interpret personally.”
– Adrian Cuevas, co-founder of Nomada Studio
4. GRIS was your artist’s first work on a video game. What were some of the challenges you faced working with a more traditional artist?
5. GRIS is a pretty linear experience, are there any plans to explore this world in another setting that may be more open?
“If you play Gris you can notice a lot of elements from other games. You know, we are a painter, a musician but we are also gamers. So we played a lot of Monument Valley, Journey, Child of Light, Limbo and Inside from Playdead.
So the idea was to combine the core elements that we loved the most but try to interpret them, to make a different interpretation of those elements and make them unique.”
– Composer Marco Albano
6. What was the biggest challenge you faced with the sound design? How difficult was it to tie it in with the animations and various scenes?
7. Plenty of people are looking forward to a potential physical release of the game. Do you have anything you can share in regards to an eventual physical release of GRIS?
How’s the Switch?
8. Did you experience any technical challenges getting the game to run well on Switch?
9. How well has the game performed on Switch versus PC release?
10. What made you decide to focus on the Nintendo Switch as the exclusive console release for the game?