Old School Gamer Magazine chats with Ryan Hewer (Project Director, Little Red Dog Games), who gives us the skinny on Deep Sixed, which takes a heart chunk of inspiration from classic sci-fi TV and film, as well as an obscure board game. Detailing the creative process, Hewer lets us know exactly what makes this game and the world inside of it a unique one.
Old School Gamer: How was Deep Sixed born?
Ryan Hewer: Deep Sixed was first drafted while we were nearly completing production of our first commercial game, Rogue State. We knew we wanted to make another single-player game where you’re racing against an entropic system, but we were interested in moving from a turn-based to a real-time environment to make the stress a little more personal. We found inspiration in Vlaada Chvátil’s Space Alert boardgame – where multiple players work together to keep a dysfunctional spaceship in one piece – and in the operating-under-pressure gameplay of Keep Talking and Nobody Explodes. But in all honesty, the biggest influence on this game has to be the episode “33” in the newer Battlestar Galactica series. Warp into a place, stay there for 33 minutes (surviving wave after wave of hostilities as your ship gets torn to shreds), and then warp out without any reprieve in sight. This is the exact feeling we wanted to accomplish with Deep Sixed.