
It’s been a long journey and loads of fun! Now we’re excited to finalise the game and send it out into the world for all of you to play. From there ideas came from various places: Dick’s artwork, toys that I programmed, and even real world places provided inspiration for things in Hohokum. Much of what the game is today stems from the epiphany of how much fun it was to fly around as the player’s character (the Long Mover). I’m not sure we could have done it any other way.

We didn’t have a clear mechanic ‘hook’ when starting out – more an overall sense of wanting to make a game that was relaxing and evoked a particular sense of free-form play, and over time this approach allowed the game we have today to emerge organically. For the first few years it was a side-project – something we worked on between other things, or when inspiration struck. A question we’ve been asked a lot is ‘how did you come up with this game?’ The answer isn’t straightforward, but hopefully this video will help to illustrate something of the process, as well as revealing some of our inspirations and design goals.ĭick and I started designing Hohokum back in 2008 and since that time it has gone through a lot of changes. This one is focused on the roots of the game’s design. Hey folks! We’re back with another behind-the-scenes look at Hohokum and to share that Hohokum will be available on 13th August, 2014.
