Joel McDonald Interview - Hindsight

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Joel McDonald Interview - Hindsight
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We sat down with HindsightGame's Joel McDonald to chat about the marriage of story and mechanics in gaming, using real-life experiences to craft a compelling narrative, and much more!

New narrative exploration game Hindsight is a unique title about grief, nature, and memory. Hindsight comes from developer Joel McDonald, and was published by Annapurna Interactive, who have previously published beloved titles like Stray, Twelve Minutes, and Journey. The game uses the mechanic of apertures to explore the memories of protagonist Mary as she cleans out the home of her recently deceased mother.

It was super constructive to be hired at Raven Software. I felt like that was kind of my college education, if you will, as far as the game industry. I learned the ropes of how to develop and release games, which is a lot different than just working on your own stuff; it's learning how to work with a team. I started at Raven back in 2006, and then around 2008 to 2010 was this golden age of indie games.

You touched a little bit in the preview presentation on how the story process was a little bit inspired by real-life events mixed with fiction. Can you elaborate on what that story crafting process was like with Emma? Joel McDonald: Yeah, I think it was from the beginning. I started working on the game solo, then eventually brought on a handful of artists to help flesh it out. But from the beginning, I knew that I wanted to play to my constraints of not having a huge team to make this high-fidelity, realistic art style. I wanted to do something pretty simple.

Even now, I'm conflicted about it, because my job is to be at the computer all day, but I want to go out. One of the reasons I moved to Portland is that there's so much great nature around. There's the coast, there's the mountains, and these great hikes in the gorge. And I want to be doing that all the time. Anytime I can get out, I think that it's very regenerative, I guess you could say.

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