Having spent 14 years at Ubisoft, Yoan Fanise worked on the soundscape for Beyond Good & Evil, co-inventing the famous “Raving Rabbids” and their wacky language and developing the “naval section” of the Assassin’s Creed brand.
Most prominently, he was part of the small team that did Valiant Hearts – one of the smallest, bravest games ever seen from a major publisher. That project inspired Fanise to create his own studio, Digixart Entertainment in 2015 – a company dedicated to meaningful games.
At Nordic Game 2016 in May, Yoan Fanise will take the stage with his talk “How to Create Entertaining Experiences That Engage Players”.
NG: What was the first game that really made you aware of games?
YF: It was in a supermarket the year that Duck Hunt was launched. At the TV-area of the store all of the giant and deep CRT-screens at that time saw a boy like me shooting at a TV, hearing some funny noises of ducks and a dog… I couldn’t stop playing it with my brother; our mother had to make a public address to locate us.
NG: Which game has made you most frustrated or angry?
YF: Street fighter II because my brother was always beating me. I was young and not very skilled, so my only chance was to pick “Honda” and mash the button to get the hands moving very fast… you know the move I mean 🙂 Another one was Prince of Persia. That damn timer did just not fit with the amount of time my parents allowed me to play. Jordan (Mechner, designer of Prince of Persia) should have thought about that and made a save system for kids like me – I’m sure I was not the only one on Earth who had those restrictions 🙂
Prince of Persia
NG: Which game have you spent the most time on?
YF: Sonic on Megadrive. I have so many memories tied to that game. Just one note of the music floods my brain with nostalgia like a tsunami of emotion – deep and childish ones.
NG: What game, genre or game mechanic would you like to see brought back the most?
YF: Good multi-genre games. Deep ones – not too hardcore, but with lots of wonderful landscapes and characters, great story and variety of gameplay.
NG: What is the best detail you ever noticed in a game?
YF: None. I look at games as a whole. I cannot detach things like that – I don’t remember any specific details, sorry.
NG: Which game would do well in another media form?
YF: Limbo as a full animated movie – mystical and dark.
Yoan Fanise’s session “How to Create Entertaining Experiences That Engage Players” is scheduled for Wednesday afternoon, 18 May at Slagthuset in Malmö. Read more about Yoan Fanise here and his talk here.
Ready to be inspired? Yoan Fanise – game designer extraordinaire – another great reason to join us for Nordic Game 2016, 18-20 May in Malmö, Sweden. Register today!