Interview with PAX Aus showcase winner Ascending Inferno’s developer Isaac Iozzi

By Drawza


Drawza: Introduce yourself and your game?

Isaac: My name is Isaac, I'm one of four co-founders here at Oppolyon Studios. We're currently working on our studio's first game; Ascending Inferno, where I serve as a Designer and Producer. Ascending Inferno is a Foddian/Precision Platformer where you play as a recently deceased soccer player named Dani, who is trying to kick her younger siblings soul up and out of Dante's Inferno.

 

What is your background?

My game development background is almost entirely self taught! I hold a Bachelors in Psychology and am particularly interested in player decision making, narrative, and level design. 

 

What made you decide to journey down the path of game development?

From getting my first game console (PS2)  to getting my first computer to play Warcraft 3, I've been extremely passionate about games from a young age. Growing up, some of my fondest memories were playing games and experiencing the stories, challenges, and mechanics that the developers intended. It's very firmly been a dream of mine ever since, to be able to create an experience that can connect to many people and hopefully inspire. 

 What previous games have you created/worked on?

I haven't worked on any previous commercial game, only small side projects and game jams. This is mine, and Oppolyon Studios first title! 

 

What are the core concepts?

Fundamentally, Ascending Inferno is a Foddian/Precision Platformer. The player is tasked with the seemingly simple goal to "Ascend" out of Inferno, however progress can be lost in an instant. As a single mistake can see the player rapidly fall back through the layers of Dante's Inferno. The kicker? You're playing as a deceased soccer player who has to kick their siblings' souls out of Inferno along the way, so you may both escape. 

 

What were your inspirations?

Originally, Ascending Inferno started off as a GameJam game that was made over a weekend. It's inspired by other pioneers in the increasingly growing niche of Foddian games, such as Getting Over It With Bennett Foddy, and Jump King. 

 

How long have you been working on this game?

We've been working on Ascending Inferno for about 2 and a half years now! It's really come a long way since the first original GameJam version.

 How does it feel being announced as a winner for PAX Aus 2024 Indie Showcase?

Honestly, quite surreal! This is our studio's first title, so to be able to showcase at Australia's largest gaming convention is a dream come true. We're extremely thankful for the opportunity, and we can't wait to show off Ascending Inferno to everyone! 

 

What is it like to have the game showcased at events such as PAX Aus?

It's a really big deal for us. We're a small indie team based out of Canberra, ACT. It's hard to get our game in front of people and we often feel like we're developing our game in isolation. Being able to not only show off the game to people, but also seeing first hand how people enjoy it is an absolutely awesome feeling and is a big driving factor for us. 

What advice have you got for upcoming game developers?

Stick with it! Game development is hard. Thankfully there's now lots of online free learning resources that people can use to help guide them on their journey into the field of game dev. It can be scary at first, but I think it's super important to get your name/work out there and gather feedback/thoughts from your peers so you can continually improve. It's important to make a distinction between drawing inspiration, and comparison; it's great to be inspired by other devs, but don't compare your skills to them. Go at your own pace and compare your skills to how they were last week/month, as long as you're improving (no matter the pace) that's all that matters. 

I'd also like to say that the swap into game dev doesn't happen overnight, it usually starts gradually. Pick it up as a hobby and see if it's for you. Most people in Oppolyon still work part time/full time jobs elsewhere to sustain themselves whilst we gradually work towards making the switch to full time game dev (myself Included) :) 

 

What advice have you received that you have held onto throughout your journey?

"Give it your all and have no regrets". This mindset is what drives me through everything. Statistically, the chance of an Indie game being a success/hit is very very low and there's a number of factors involved. The least I can do is to ensure that the quality of the game isn't a factor in why Inferno or any future game we work on wasn't/isn't successful. Personally; as long as I can look back and be proud of the work I've done on a project, that's what matters the most and it's what leads to growth between projects. 

 

Have you had any mentors in the gaming industry?

Not directly, but there have been a few people who have really inspired me and helped immensely along my game development career and Oppolyon Studio's journey with Ascending Inferno. Big thank you specifically to Jarrod Farquhar-Nicol and Asheesh Saxena for constantly inspiring me to always give my all in everything. They serve as shining examples of the very best of what Canberra has to offer and in general are just wonderful human beings. 

How many PAX Aus events have you attended (as both a developer and as a regular attendee)?

Personally, this will be my 2nd PAX event that I've attended, with my first being last year (2023). There are members of Oppolyon that have been consistently going for a decade+ however and they absolutely love it every time! 


Check Out the Steam pages for Ascending Inferno

Be sure to check out Untethered and other PAX Aus showcase winners here

And make sure you check out all the indie games that will be on display during PAX Aus 2024 in October.

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