I'm not positive nor negative on the situation of development in Italy, I just sit here in front of my PC doing my job for my company like everyone else should do. Of course you have to work on something you like but first, you have to make something for the market not for yourself, this means that sometimes you have to sacrifice something you like because the market will not like it for example. '"We are gonna make the game that we would play!' is something I hear constantly here. Making games involves staying in the market for years before a game of yours sells that well, this also involves growing the company together with the team and there are so many different variables that come into the equation. Nothing really if you ask me, the problem is that too many people are developing a game thinking to become rich. What more can be done to further develop the region's interactive entertainment business? More than €1bn spent every single year in the gaming market, Italy is a huge pot full of players! The problem comes with development, something is moving but mostly very small companies. How would you assess the state of the Italian games market right now? We are not making a game for the faint of heart or a love story with some elements of vampirism and werewolvism, we are creating a product for adults. Horror movies are not so fortunate as horror games today, but this is due to the fact that big movie producers almost ruined their own market creating teenager/gory mediocre products. This is not a niche, this is a mass market genre and we can deliver something very clean for both targets. Is that kind of genre that always has two different targets: the horror fans and the ones that approach it rarely and so even more scared but interested. What do you make of the horror games market at the moment? There are all the elements for a very good selling independent survival horror game, if the communication and marketing will be handled accordingly to the quality of the project then a new era will start for Storm in a Teacup. The pricing will be correct and in-line with the competition, the content will be exciting and very diverse, the story well written and the characters well defined. We have planned the game on very standard benchmarks, both past and present and we are doing even more than the competitors. STC is a strong company with very strong shoulders, we can afford to take our time and, if needed, even to complete the game by ourselves before finding the right partner. It's that kind of game that gives you some of the handles in a financial discussion and I'm not giving it away so easily. We had very big names approaching us to get a deal on the game and at the moment are evaluating what to do, when and how. The game is intuitive but challenging at the same time and the scare element of the horror mood works very well. Very positive indeed, differently from our previous projects that were created for the niches everyone that played our demo was very excited. How would you say that response to that game has been so far? The biggest news right now around Storm in a Teacup is Close to the Sun. It's interesting to notice how times are changing and we are following the flow to deliver something the public will appreciate. We did lots of research and development, met new potential partners and worked very hard for the new project.Īt the same time we watched the market change and shape in a very interesting way, we stood here noticing how, for example, players are getting more and more power over developers and publishers. We catch up with Bianchi to see what his plans for the game are, and to get a feel for the Italian games market After being founded by Carlo Ivo Alimo Bianchi in 2013, Rome-based Storm in a Teacup announced its fourth title, Close to the Sun, at Gamescom last year.
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