What was the inspiration for The Gardens Between?
It all started from the mechanic which was inspired from the timeline interface Tom Cruise uses in Minority Report. For the story, we wanted to involve fantastical elements and looked at the Voyage and Return narrative archetype (Alice In Wonderland, Pan’s Labyrinth, Coraline). The art takes inspiration from contemporary illustration and Japanese garden layouts. For the music we wanted something beautifully melancholic: We listen to a lot of Icelandic composers and ambient music.The game looks like a lot of fun, especially for anyone who loves puzzle solving. Can you describe the gameplay a little more?
I’ll do my best. In The Gardens Between you don’t move the character; instead you move time. There are actually several timelines overlapping, tying the spaces into a knot, that the player has to unravel in order to carry a vessel of light to the peak. It was a real pain to design, but it makes sense when you play it, and it feels really intuitive.What do you hope players get out of playing The Gardens Between?
What was your favorite part of working on this game?
Early day concepting is always a happy time. Ideas are big and visions are soaring. Then it’s important that one can also find satisfaction in the grunt work. For me, that’s the design of puzzles.What's next for The Voxel Agents? Are you working on anything else?
Hard to say at the moment, I think the whole team is going to take a bit of a break. The Gardens Between has been in development for four and a half years, and after working on a contemplative game for so long time I have a desire to do the complete opposite next. Maybe a Clicker set to dubstep or screamcore. We’ll see. :)
https://youtu.be/vtPlS_jHOuE


