Interview with Jordan Dargaville, Managing Director of Transformative Games ahead of PAX Aus

NZ Code - Project Storm

BY DRAWZA

Drawza: Firstly, please introduce yourself and your game?

Jordan: My name is Jordan Dargaville, and I’m the Managing Director of Transformative Games, a small startup studio based in Dunedin, New Zealand. We’re currently working on our first official title, Project Storm, a game set in the near future where Earth's weather has destabilized, giving rise to a new kind of storm chaser.

What is your background?

That's an interesting one! I always wanted to make games, but I was told I wasn’t smart enough and that you had to be really good at math. One day, I decided to download Unity and give it a go. From there, I worked on project after project, never completing one but always learning more. I even tried to start my first game studio back in 2015, just a year after leaving school. I wasn’t prepared for everything that came with it but kept trying. Eventually, I created a mod called Ark Settlements for Ark: Survival Evolved, and it took off! That led to a community modding contract with Wildcard Studios. When that ended, I applied for a job as a programmer at Rocketwerkz, where I developed tutorials and new systems.

What made you decide to pursue game development?

I never really thought game dev was an option for me. At the time, I was a part-time kitchen hand while studying, and I was just playing around with Unity. I studied cooking and even got accepted into a Bachelor of Culinary Arts. I vividly remember being about to sign the acceptance form when I looked up at my screen and saw my first big project—lines of code and 2D art. In that moment, I had this thought: “I can really do this, I can make games.” From then on, no matter how much I strayed from that path, I always found myself back working on games or creating mods.

What previous games have you worked on?

My first released mod was Ark Settlements, but I didn’t work on the game itself, per se. The first game I officially worked on was Stationeers at Rocketwerkz. It had a steep learning curve. My first task was to complete the tutorial, and I somehow filled the entire base with hydrogen (volatiles) and blew it up before I finished. My second task was to create a new tutorial that you couldn’t blow up!

What are the core concepts of Project Storm?

The core concepts of Project Storm revolve around storm-chasing and emergency response gameplay, where players take on different roles to complete missions in the face of dangerous weather events. Players can choose from three distinct career types, each offering a different playstyle:

  • Rapid Response: Focuses on rescue missions, assisting those affected by storms.

  • Tech Specialist: Combines storm research and technical repair roles, placing sensors and fixing equipment during storms.

  • Storm Interceptor: Engages in high-risk operations, using advanced tools and techniques like cloud seeding to interact directly with storms.

Project Storm features a detailed weather system where storms have centers of intensity that move and evolve. This affects gameplay through realistic weather impacts, like blocked roads or lightning strikes, making every mission dynamic and unpredictable.

What were your inspirations?

Project Storm was inspired by the 1996 film Twister (we were well into development before the new movie was announced) and a recurring nightmare my partner had. I built on the idea of modern storm-chasing and imagined what it could look like in the future.

Our art style and the feel of the game are inspired by titles like Snowrunner, Teardown, and Expeditions.

How long have you been working on this game?

I started working on Project Storm solo in September 2022. At the time, I had no clear vision of what the game would look like, and looking back now, it’s a completely different game. We secured some code funding, which allowed me to work full-time on the project for six months. After an unexpectedly long break and some on-and-off development, we resumed work with a team in May this year.

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

It’s exciting, nerve-wracking, and overall, positive. The last time Project Storm was shown to the public was at a museum expo just three months into development. Graphics were rough, everything was in a prototype stage, and the gameplay was limited to taking pictures of a tornado.

This time around, while it’s a huge rush to get everything done—new playable demo, gameplay trailer, art, etc.—we feel confident that we have something truly special to show.

What is it like being part of the New Zealand contingent of indie games showcased at PAX Aus?

If I told my younger self that I’d be here doing what I do, I would’ve thought I was crazy! Being part of this is truly amazing—a dream come true.

What advice do you have for upcoming game developers?

There’s an easy trap that new developers tend to fall into: always starting new projects or working on the newest technologies. It’s tough, but you have to fight that temptation. As cool as it is, if something isn’t part of your plan for the game, treat it as a “nice to have.” When you eventually join or start a studio, you quickly realize these distractions can cost you and your team valuable time. Focus on what’s important and try to have a playable version of your game as early as possible.

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

"Focus on finding the fun." Prototype the project and find the fun. If you’re not enjoying it, there’s a problem. When I first prototyped Project Storm, I found out firsthand that taking pictures of a tornado from a distance isn’t very fun long-term. We had to really change things up to “find the fun.”

Have you had any mentors in the gaming industry?

Yes, I have! I’ve worked with some fantastic devs during my time at Rocketwerkz. Henry Feltham encouraged me to apply for the Kickstart code grant, and Samantha Cook helped me figure out how to plan a game and, more importantly, how to pitch it to publishers.

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

None! This is our first time attending, so we’re in for quite an event!

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