![]() The very first art concept created for Prison Architect. Despite some major changes, you can clearly see the progression from the first concepts to the final game. The event alerts which would eventually become polaroids were also discussed pretty early on and so were included in this mock-up. ![]() Chris had approached me because he liked the art of SpaceChem, so my initial mock-ups tried to integrate that style with the prison theme. We might have discussed other ideas in the beginning, but it soon became clear that we were going for a top-down view. Ryan Sumo: After the initial shock of realising that I was now working with Introversion, we immediately got to work. I appreciate the compliments on SpaceChem and would be very interested in learning more about your next project. Regards Chris Delay Introversion Software If you are interested let me know and we can discuss the details. Thanks for getting in touch with me! I’m well aware of your games and must admit my eyes widened a little bit when I saw “Introversion Software” in my inbox. I really like the visual style you’ve used in SpaceChem and think it would work great for our new project. I’ve had a screenshot of SpaceChem in my “Visual Style Ideas” folder for a while now, and today I found your portfolio website and had a look. Would you be interested in discussing working with Introversion Software on our next game? We are the indie developers behind Uplink, Darwinia, DEFCON and Multiwinia, and we have a new project currently in development that requires a talented 2d artist such as yourself. How the very first prototype of Prison Architect lookedĪt 21:52 Interested in working with Introversion Software? Chris Delay Ryan SumoĪt 19:56 GMT-5 Re: Interested in working with Introversion Software? Ryan Sumo Chris Delay Our heartfelt gratitude to Jeff, John, Will and the rest of the HB team. *I cannot state this clearly enough, without the help of the Humble Bundle guys, there would be no Prison Architect and there would be no Introversion Software. We’d put the old team back together.Ĭhris’ notebook about midgame expansion, contrabands, guard equipment and escaping prisoners. We enlisted our audio wizard of old - Al Lindsay, reached out to Gary, Leander and Andrew (our dutiful programmers who had been forced to find work elsewhere whilst we found our feet). Pictures of Alcatraz from Chris Delay’s holiday to San Francisco We loved what Ryan Sumo had done with SpaceChem so we enlisted him to start sketching ideas for PA. We were both bored of this and we wanted to find a new look. Everything we’d done in the past had relied on Chris’ artistic skills which pretty much amounted to (good) programmer art. Mark secured a Humble* Introversion bundle which generated enough cash to fund the development of a concept whilst Chris found an artist. Bringing the idea to Mark, the pair reverted to their classic producer / director roles. The ideas were flowing faster than his pen could scratch them down and by the time the plane touched down he was buzzing with excitement (less so his wife who had been utterly ignored for the previous 11 hours). He’d already named it Prison Architect, he knew it was about dragging prison walls to construct an environment in which to incarcerate simulated prisoners, but the more he wrote, the more he realised the endless possibilities and scope. He filled notebook after notebook with sketches and ideas for the game. On the plane back from San Francisco, Chris’ pen didn’t stop moving. Introversions next game would be all about building and managing prisons. Whilst staring at the mechanism that allowed jailers at Alcatraz to simultaneously open multiple cell doors, Chris had an epiphany. Other ideas are like the ignition of a rocket: instant, complete, immense. well Chris went on holiday.Ġ2 THE NEXT STEPS That’s the funny thing about ideas, some of them are like newborn babies: they need to be spoon-fed and nurtured and have their bums cleaned in the middle of the night. Mark desperately reached out to all our contacts to find some bridge funding to get us to the next prototype and Chris. We needed to graft harder than we had ever worked before, learning the lessons of the past and tirelessly working to turn them into a future for our beloved Introversion Software. We needed immediate action, a plan to get us off the ropes and back in the game. The staff had been fired, the office doors locked and what little cash we had to continue to pay our personal bills was slowly dripping away. Our previous Xbox 360 project had catastrophically failed and the next game in development (Subversion) was shaping up to be an equally spectacular flop.
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