Interview with Tana Tanoi, Director of Dead Teapot ahead of PAX Aus

BY DRAWZA

Shape Sender Deluxe will be available to play for the first time at PAX Australia, this looks to be an exciting physics-based puzzle game that will test your brain power in sending shapes from point A to point B.

Drawza: Firstly, please introduce yourself and your game?

Tana: I’m Tana Tanoi, director of Dead Teapot, and our debut game is Shape Sender Deluxe - a physics-puzzler where your companion “Sendy” teaches you how to move shapes from A to B using magnets, springs, fans, and more! “Sendy” will give useful hints, banter, stories, and more as you make your way through the levels, but he’s not always the most helpful…

What is your background?

I’m a technical designer at Dinosaur Polo Club, where I’ve worked on Mini Metro and Mini Motorways, which I’ve talked about at GDC, NZGDC, GCAP, and more. Working on these games has defined my game design style and you can see that influence come clearly with Shape Sender Deluxe in its system-driven design and minimalist puzzle aesthetic.

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

I often attribute Garry’s Mod as my first foray into game development. Making maps, scripts, and playing with a big sandbox gave me the drive and the familiarity with working things out to properly get into games. I studied Software Engineering, but I knew my heart wasn’t in software alone - I needed a creative field like making video games!

What previous games have you created/worked on?

I helped create Mini Motorways and did post-launch support for Mini Metro with Dinosaur Polo Club. Outside those, I’ve done lots of game jams, and small games, and I’ve also made Tana’s S.H.A.P.E. - the first step of what would eventually become Shape Sender Deluxe.

What are the core concepts?

The core concepts of Shape Sender Deluxe are creativity and narrative exploration. Players will be able to creatively interact with the physics puzzles and the range of tools at their disposal, but also explore their relationship and interactions with Sendy.

What were your inspirations?

Portal 2, The Beginner’s Guide, and Inscryption were always massive inspirations for the narrative of the game. Having a narrator or charming companion that interacts with the player in fun and subversive ways is such an interesting concept to play with. And in terms of the gameplay The Incredible Machine was a game I played as a kid which definitely inspired the rough shape of the game. Mini Motorways and the minimalist aesthetic and its creative freedom also have a big influence over the game too.

How long have you been working on this game?

The original prototype dates back to 2020! Tana’s S.H.A.P.E. was a training project, as a way to upskill in different areas while covid had shut down conferences. Shape Sender Deluxe was born out of a drive to turn that prototype into a full sized game, with a story, level editor, and post-game competitive modes.

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

It’s super exciting to be going to PAX Aus with CODE NZ! Having lots of people come check out the game is also going to be amazing - this will be the first time it’s been available for the public to give it a go! I’m looking forward to seeing what people think, if they like Sendy, if they enjoy the game, and then take all that good stuff away and improve the game with all the feedback.

What is it like being part of the New Zealand contingent of indie games showcased at PAX Aus?I’m really excited to be amongst a bunch of awesome developers - it will be super fun and full of camaraderie to be part of a small group of indie NZ devs! Everyone’s really supportive of each other as devs going through the same thing together in an era that’s particularly difficult for indies.

What advice have you got for upcoming game developers?

Make sure you have non-games hobbies! That’s where some of the best inspiration comes from. And just make and ship something - perfect is the enemy of shipped.

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

Expectation management. Be realistic about promises or commitments and if you manage to do better than you said you would, everyone feels better about it!

Have you had any mentors in the gaming industry?

Absolutely - I have such an amazing network of people who I can ask the stupidest questions. Starting an indie studio comes with doing a lot of things I know nothing about - but I know so many people who do know and that’s almost as good.

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

This will be my second - the first I was boothing with Mini Motorways in 2019! It was awesome to be involved with something like that. The energy is just electric for the entire day, and people are so curious and excited.

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

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Interview with Nate & Thomas, Co-Founder of Fnife Games ahead of PAX Aus