“Penko Park allows visitors to collect wildlife details. The game’s exploratory nature encourages players to uncover the park's history, secrets & hidden paths.”

Features focus on collecting experiences and interacting with the park’s creatures. Using the GhostCam and guidebook explorers have opportunities to archive their own experiences.

Interview with the Artists

What are some challenges you faced in your creative process?

Development took *way* longer than we had planned in the beginning. We thought we would make a "small game" and ended up making a rather big, 3D game with tons of details & multiple atmospheric world to explore. That, of course, took quite some time. This is also our first game in 3D: We all came from a 2D background and making things in 3D was way harder than expected. In the end, though, we're happy with the result and wouldn't have it any other way.

What aspects of the game were you most excited for audiences to interact with?

We put a ton of love and care into the worlds and the many monsters (counting almost 100 different species right now), so we're super excited how players will react to all the creatures. Also, we put many little secrets & easter eggs into the levels and are stoked to find out how many players will find them (if any).

What inspired you to create this game?

We used to play a lot of Pokemon Snap back in the 1990s (when we grew up) and were wondering why no recent games took up that same premise and feeling of an exciting photo safari. Going from there, the game became very much its own thing and we focused a lot on the weird & cute aspects of the park.

Do you have any advice for artists interested in creating video games?

Two very good pieces of advice for anyone wanting to make games: 1) Participate in a game jam (local or online) like Ludum Dare or something similar. When we were starting out, that immensely boosted our sense of what's possible and what's not and it's very important to go through all stages of development, from concept to finished game, even if it's extremely small. Game jams shaped the way we are making games a lot. 2) Similarly, I would suggest making your first games as small as possible, and then even smaller. Focus on the "polish", making every action feel good, stuff like that - this is way more important than having a large checklist of features or highly complex gameplay, in our opinion.

Penko Park was created by:
Konstantin Kopka, Elenor Kopka, Philip Feller

Learn more here