Amanita Design is by far one of my favorite developers out there, and it has been releasing quality games on mobile and other platforms for a long time. Iāve enjoyed just about every game by the team from the legendary Machinarium back in the day to newer releases like Chuchel and Happy Game. Weāve also seen Amanita release Pilgrims (Free) on Apple Arcade, and it recently left the service to get a standalone mobile release on iOS and Android. Following that launch, I spoke to Jakub DvorskĆ½ (Studio Director and Designer/Artist on Pilgrims) about many topics including his career, Apple Arcade, Machinarium, vinyl soundtracks, coffee (of course), Phonopolis, and the future.TouchArcade (TA): Tell us a little bit about yourself and what you do at Amanita Design.
Jakub DvorskĆ½ (JD): Iām director of Amanita Design, a studio based in Prague, Czech Republic, which I founded 20 years ago. I started as an artist and animator, nowadays Iām mostly a game designer and project lead.
TA: Before covering the games you worked on that most of our readers know and love, I wanted to go back a bit. Letās talk about DraÄĆ Historie and how youāve changed as a designer over the years since then to now. What learnings have you taken from those older games and even early Amanita Design titles to your current work?
JD: DraÄĆ historie (Dragonās History) is a traditional pointānāclick adventure and itās the first game I worked on as an animator. It was released in 1996 I think so it really is history now. Since then Iām still learning, mostly how to make game design, how to create games more effectively and how to collaborate in a team. Iāve learnt a few tricks which seem absolutely obvious but everybody needs to go through some mistakes and find their own way. For example, now I know itās really important to think everything through before you start producing all the art assets and building the game for real. I know prototyping and playtesting is important and inevitable. I had heard this wisdom before, but now I KNOW that itās true. Personal experience helps a lot.
Image source.
TA: Have you ever revisited your older games like Asmodeus and DraÄĆ Historie?
JD: No I havenāt, but I revisited early Samorosts and other things many times ā these are more important for me. Iāve noticed a lot of things I would do better now but some aspects of these games still work well and itās interesting to realize it and learn from it.
TA: Samorost was the first Amanita Design release, but almost everyone I know, and myself, discovered your work through Machinarium. Tell us a little bit about how you approached that project.
JD: While the first two Samorost games were small (primarily web-based) projects, Machinarium was intended as our first proper or full-length game for PC. The main game mechanic comes directly from Samorost but itās a more traditional adventure game, with an inventory, menu and everything. Also the puzzles are harder and itās aimed at gamers rather than the general public, even though itās still quite accessible even for non-gamers if they are interested. Luckily this approach worked well, the game was a success so we ported it to many other platforms including mobile.
TA: I still adore Botanicula, the release that followed Machinarium, and loved playing it on iPad. How was it for Amanita Design to start working with Appleās iPhone and iPad back then?
JD: Our games are and always were great for touch controls so it was natural and obvious we needed to bring our games on mobile platforms. When I first tried the iPad I fell in love, because it had a fantastic hi-res screen with beautiful colors, which wasnāt the case for most of the PC screens at that time. Also you could play our games on a couch or in a bed, which was fantastic.
TA: I think Machinarium is your most ported game ever with it even coming to PS Vita, Blackberry Playbook, and Xbox One. Aside from that, your games are usually on mobile and PC consistently with Switch sometimes. How has it been for the team working on so many platforms?
JD: Of course itās a lot of additional work and hassle to get and maintain our games on so many platforms. However each platform has a slightly different audience and its own advantages and drawbacks so itās interesting to get the games on as many of them as possible. Besides PC and mobile we are now also focused on consoles and game controller playing which is very satisfying when itās made right.
TA: Can you tell us a little bit about the educational game you worked on for the BBC?
JD: The game was called Questionaut. It was a little Flash game built around quizzes from various school subjects such as physics, chemistry or mathematics. We created a tiny planet ā a little puzzle for each theme ā and the main character traveled from one to another with a blimp. It was fun to make it, but we did it just to make some money so we can finish our own work-in-progress project Machinarium.
TA: In recent years, it feels like Amanita Design has been pushing creative boundaries even more, and I love everything being shown. How involved are you in titles like Happy Game and the upcoming Phonopolis?
JD: Happy Game was created by Jara Plachy, author of Chuchel and Botanicula. Itās so weird and distinctive that it was almost impossible to help him with design decisions. Phonopolis is still in development by a new team in Amanita that hasnāt released a game yet. Iām helping mostly with game design ideas and currently also with the production pipeline as we are slowly getting closer to the finish line.
TA: Pilgrims on Apple Arcade was a lovely game, and it recently saw a standalone mobile release following it leaving the service. Is there any chance Amanita Design will do more short games like that?
JD: We donāt have anything like Pilgrims in the making right now, but it might change in the future. I enjoyed this little experiment a lot.
TA: Out of the many games youāve worked on before and with Amanita Design, what is your favorite, and looking back is there any game you wish you had done more with?
JD: My favorite is by far the one Iām working on right now, which is unfortunately still unannounced so I canāt talk about it.
TA: Tell us a little bit about working with Apple on the Apple Arcade releases. Will there be more Apple Arcade games in the future?
JD: Apple Arcade started at the right time for us as we had 2 games nearing the release when Apple approached us. So we were able to release both of them (Creaks and Pilgrims) on Arcade quite soon. AA helped us to reach a new big audience and it was also beneficial financially. Apple had a clear vision of what kind of games they wanted to support on Apple Arcade and why. Unfortunately this vision changed since then so Iām not sure about the future of this service.
TA: I mentioned how I discovered Amanita Design through Machinarium, but the most impressive thing back then was seeing it have a vinyl soundtrack available. I missed the original pressings sadly, but this and Superbrothers: Sword and Sworcery have amazing music with vinyl releases. Amanita Design has always been doing vinyl releases and Iām glad to see it. How has it been doing those releases over the years with how the vinyl industry has been growing?
JD: Weāve had an amazing partnership with Dan Dudarec from Minority Records ā a Czech indie music label ā ever since the first Machinarium vinyl pressing. Heās been doing all the production work, schedules reissues, deals with manufacturing plants, helps with distributionā¦ And itās very much thanks to him that all of our vinyl releases ā except for the two limited editions ā continue to be available. The Machinarium LP is without a doubt our most popular piece of merchandise ā it received its 12th pressing last year!
In general we just love vinyl. Itās probably the prettiest, most tactile music format out there. Thereās just something magical about a large spinning disk that has grooves in it that contain musicā¦ They come in all sorts of colors and transparencies these days, and with some art prints included, itās a nice collectible even if you donāt own a turntable.
TA: In the latest issue of EDGE magazine, the feature on Phonopolis mentioned how it is Amanita Designās first proper 3D world. I always thought it looked incredible, but this stood out to me. Has it been the largest project for the studio?
JD: Itās undoubtedly been our longest and most complicated project to date. The art and animation techniques, as well as the entire creation process, are incredibly challenging and time-consuming. Nevertheless, we remain committed to the original vision. No matter how long it takes, weāre a stubborn group of developers.
TA: Is there any chance we see Phonopolis on mobile soon after or at launch?
JD: Mobile is part of the plan, but I canāt say if itās sooner or later after its PC launch.
TA: Whatās next for Jakub DvorskĆ½?
JD: A couple more games to make and thatās it. Life goes fast.
TA: What have you been playing lately and what was your favorite game of 2023?
JD: I played The Case of the Golden Idol, Viewfinder, Storyteller and The Invincible ā all great games which I fully recommend. Currently Iām stuck with Balatro which is fantastic and unfortunately too addictive.
TA: How do you like your coffee?
JD: Black, Turkish coffee is preferred but I drink mostly green tea and Pu-erh anyway.
Iād like to thank Jakub DvorskĆ½ and Lukas Kunce for their time and help here.
You can keep up with all our interviews here including our recent ones with Akitoshi Kawazu, Kenji Ito, and Tomokazu Shibata here, Dave Oshry of New Blood, Digital Extremes for Warframe mobile, Team NINJA, Sonic Dream Team, Hi-Fi Rush, Pentiment, and more. As usual, thanks for reading.