Right here at PSX Excessive, now we have had the pleasure to interview the two-man studio behind upcoming indie survival horror recreation, She’s Leaving, with co-founder Sam Griffiths more than pleased to speak inspirations, messages and themes, the way forward for Blue Hat Studio, and extra. It launches December 2 on PS5.
John Little: How would you clarify your recreation ‘She’s Leaving’ to those that may not have heard in regards to the recreation earlier than?
Dev: Think about somebody with Dexter Morgan’s forensic expertise navigating an area as tense and eerie because the Home Beneviento. It’s a mixture of investigation, puzzle-solving, and survival, all wrapped in a story-driven thriller.
JL: What are your important influences that impressed you while you had been creating the sport?
Dev: We drew quite a lot of inspiration from the primary seasons of True Detective and Dexter: New Blood. The Final of Uswas additionally a key affect, notably in the way it handles emotional depth and the bonds between characters.
We [also] seemed carefully on the Home Beneviento phase in Resident Evil: Village and the R.P.D. station in Resident Evil 2. Each taught us the way to construct stress and environment by means of exploration and thoroughly designed puzzles.
JL: How did your sources of inspiration affect the gameplay?
Dev: When it got here to designing Charles’s important mechanic, the blood spatter evaluation, you would possibly assume Dexterwas first level of inspiration, however it truly began with Cyberpunk 2077. Whereas exploring Evening Metropolis, I noticed crime scenes the place robots projected digital strains to replay what had occurred. That immediately jogged my memory of Dexter’s means of reconstructing crime scenes.
JL: How did your sources of inspiration affect the storytelling?
Dev: Once I performed The Final of Us, I used to be actually struck by the way in which Joel and Ellie talked to one another. That impressed me to ensure the characters in She’s Leaving actually get to work together and discuss as a lot as attainable.
We additionally need gamers to suppose for themselves, piece collectively clues, and are available to their very own conclusions relatively than being given every thing outright.
JL: Your recreation contains crime scenes and forensic components. What did you do to ensure this was as correct as attainable?
Dev: We seemed into how the blood spatter evaluation is utilized in actual life crime scenes, we seemed into early circumstances the place it was used as major proof in court docket. From there it was quite a lot of googling and studying forensic experiences from these circumstances after which creating one thing that may translate to gameplay.

JL: What sort of messages and themes do you wish to inform your viewers?
Dev: How far would you go to show your self proper? She’s Leaving explores that query in depth, analyzing how loneliness and obsession can spiral into harmful territory. The story additionally touches on themes of dying and mortality, forcing gamers to confront the fragility of life. Faith and perception play a delicate position, influencing the alternatives characters make and the way they search that means in tough circumstances. On the identical time, the sport carries threads of hope, exhibiting that even in darkish conditions, individuals can discover function, connection, and closure. It’s a narrative in regards to the penalties of obsession, but additionally about the opportunity of redemption.
JL: What are the challenges of being a two particular person dev group?
Dev: For me and Josh, my accomplice at Blue Hat, once we began the mission, neither of us actually knew how recreation engines labored, so we had been continually studying as we went, usually by means of trial and error.
However alongside the way in which, we related with some unbelievable builders, mentors, and collaborators who shared their experience and helped us resolve issues we by no means may have tackled alone. Being a two-person group meant that each victory, regardless of how small, felt monumental, and each setback was an opportunity to be taught one thing new collectively. It was difficult, exhausting at occasions, but additionally extremely rewarding. With out the help of the individuals we met alongside the way in which, we might not be only a few weeks away from releasing the sport.

JL: What are the advantages of being a two particular person dev group?
Dev: One of many greatest advantages of being a two-person group is how streamlined communication is. There are not any lengthy conferences or weekly experiences. We simply name one another up and talk about what must be achieved subsequent. We think about that type of openness and velocity of decision-making can be tougher in a bigger group, although now we have by no means truly labored in a single so we can’t say for certain
JL: What’s the facet of the sport you’re most pleased with?
Dev: Perhaps it sounds a bit cliché, however actually, I’m pleased with the sport as a complete. We began with a very clean mission in Unreal Engine again in March 2020, and seeing the way it has grown over time is unbelievable. We’ve poured every thing we presumably may into this debut title, and we hope gamers really feel that effort and keenness because the credit roll.
JL: What sort of video games do you take pleasure in and end up going again to?
Dev: I’ve an extended checklist of favourites however I’ll hold it quick:
Croc: Legend of the Gobbos – I keep in mind my brother Lee exhibiting me this recreation after I was younger. I used to be utterly in awe of the 2D background artwork that wrapped all over the world. Simply imagining what might be past these painted inexperienced hills and castles made it really feel magical. It’s such a comfortable recreation.
Resident Evil 4– Once more, my brother confirmed me this one, and I used to be immediately obsessed. To at the present time, I don’t suppose there’s a recreation as completely designed because it. Each facet of it’s simply unbelievable.
Cyberpunk 2077– I can’t get sufficient of the story and the world on this one. It’s in all probability the sport I’ve been most immersed in, and it’s influenced how I take into consideration narrative and character design in video games.
The Final of Us – I used to be a bit late to this one and performed it round 2018. I completed it inside 24 hours of shopping for it as a result of I simply couldn’t put it down. I don’t suppose I’ll ever recover from Joel although.
JL: What have you ever achieved to make it possible for She’s Leaving stands out from different Survival horror video games?
Dev: We needed to take a extra grounded method, so we left zombies and ghouls out of the sport. As a substitute, we targeted on one thing scarier – people.

JL: How would you encourage gamers of mainstream survival horror to provide indie video games an opportunity?
Dev: Indie video games are inclined to take extra inventive dangers which might be refreshing from the mainstream formulation, I believe quite a lot of the occasions these video games from small groups actually showcase the fervour behind them as a result of smaller groups.
JL: What have you ever learnt from this mission that you just hope to take with you to future tasks?
Dev: From designing our first stage to engaged on stage design, voiceover course, and every thing in between, now we have actually needed to dive into each a part of recreation growth as a two-person group. There have been main ups and downs alongside the way in which, however every thing now we have discovered will carry over into our subsequent mission.
JL: What impressed you to develop into recreation builders?
Dev: Our love for video games is what impressed us to develop into builders. I’ve all the time felt that video video games as an artwork kind are nonetheless of their early phases, and we needed to contribute one thing significant to it. We needed to be a part of the medium’s development, to create experiences that depart an impression, and to look again figuring out we added our personal voice to the artwork kind.
JL: Is there something you wish to be aware to our viewers about your recreation?
Dev: I simply need gamers to know that She’s Leaving is a labor of affection. We’ve poured every thing now we have into making a tense, story-driven expertise that blends investigation, puzzle-solving, and survival. We hope individuals take pleasure in exploring the world we’ve constructed and really feel the care and element that went into each facet of the sport.


