Interview with Jevon, Developer of Adaptory ahead of PAX Aus

BY DRAWZA

Drawza: Firstly, please introduce yourself and your game?

Jevon: I'm Jevon, the solo developer behind Adaptory. Adaptory is a 2D base-building simulation game where you're looking after a crew of four explorers who have crash landed on a planetoid, deep in uncharted space. By instructing them to dig, explore, collect resources, build, and look after each other, you can help them repair their ship and get home.

What is your background?

I've been in software and web development for over two decades but only recently made the switch to professional game development in 2022. I'm also very grateful to have been able to volunteer with some rainbow youth charities here in New Zealand.

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

I've always been playing and making video games! Ever since I can remember I've always been playing around, creating experiments and making games, in all sorts of odd environments and languages. But in 2022 I was working on a game prototype that was turning into a lot of fun, and I had the opportunity to try making my dream job a reality, so with the support of my partner I jumped into fulltime gamedev :)

What previous games have you created/worked on?

Adaptory is my first commercial title, but I've released a bunch of open source games in the past.

What are the core concepts?

The core loop of Adaptory is that your crew of four explorers have crash landed on an unexplored planetoid, deep in uncharted space, while looking for a new home. You need to help them survive the planet while collecting resources and building machines to help them continue their journey and get home. While exploring the world, the game will throw random events or story challenges your way. It's up to you to design, construct, and automate your base in such a way that the challenge is satisfied; if not, you need to design and implement a solution with your crew. All while making sure your explorers are kept alive, healthy, and happy!

What were your inspirations?

The biggest inspirations behind Adaptory have been Rimworld, Oxygen Not Included, Dwarf Fortress, and The Sims.

How long have you been working on this game?

I've been working on Adaptory since 2022, and later on I started bringing in some contractors to help me with the art, story, music and sound design.

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

I came to PAX Aus last year for the first time and it was awesome!! I had such a great time, meeting new friends and enjoying the atmosphere. I couldn't believe I'd never been to a PAX before. If you're a gamer of any description it is totally worth the trip.

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

We see each other as friends and I love hanging out with everyone that's coming. We're all supportive of each others' games, knowing that we're not competing, but instead making and sharing awesome games. NZ CODE and NZTE have been incredibly supportive and we are very lucky to have had these organisations' support over the last few years. If you're at PAX Aus this year definitely make sure to check out the NZ CODE booth and check out some amazing upcoming indie games.

What advice have you got for upcoming game developers?

Make sure you're getting into game development for the right reasons. Define for yourself what "success" looks like - It's fine if your game is just a hobby but try and stay realistic. For me, my definition of success is in making the game that I want to exist, and selling enough copies of that game so that I can continue this amazing career fulltime, and build up a studio of lovely people doing amazing things together. As a developer, keep on learning and growing and trying new things, because everything is always changing so rapidly. Also, make sure to check out Adaptory's stall at PAX this year and say hello, I'd love to say hi!

What advice have you received that you have held on to throughout your journey?

One piece of advice that has stuck with me since I first heard it, years ago: Focus on your audience first - and understand who they are, why they play games, and why they will purchase YOUR game.

Have you had any mentors in the gaming industry?

I've been very lucky to connect with the team at NZ CODE and they have been incredibly supportive. I've also reached out to some mentors across New Zealand and Australia that I met at conferences like NZGDC and GCAP and they've all been really helpful too. Mentoring is a fantastic way to learn what you don't know - and also, it's really beneficial to provide mentoring to others as well.

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

Just one, as a developer.






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Interview with Max, Dev from Cold Out Interactive ahead of PAX Aus