Video game creator Sahas Poyekar builds his own worlds

Browse By

Having been a part of Northwood’s theatre program since his freshman year, senior Sahas Poyekar is not afraid to take on the roles of diverse characters. He has combined this love for theatre and passion for computer science towards developing his own characters in his original video game. Poyekar sat down with The Howler to discuss his experiences with the video game making process and how these games have impacted his life.

Victor Chang and David Huang: How did you get into making video games?

Sahas Poyekar: As a kid, I got into video games mainly through first person shooters, owning handhelds and role-playing games such as Pokemon. I always had a lot of concept ideas and a bunch of things I wanted to put on paper, but I never did. It wasn’t until high school when I learned about computers and computer programming that I started getting more interested in the process and viability of building my own video game.

VC and DH: Where do you get your inspiration from when developing a game concept?

SP: I was always interested in games that were story-driven or driven with a lot of lore. Through that, I wanted to build a compelling game built around the overarching story that makes you think and has depth.

VC and DH: Can you tell me briefly about the game?

SP: So my team of three to five people and I are designing a video game that is known as a “metroidvania,” but with actual voice actors that can incorporate more emotion into the characters. It’s a combination of Metroid and Castlevania, two games that include a giant map that you have to explore by unlocking abilities as you progress in the storyline. The game I’m designing allows the player to control a character who comes from a world similar to Earth. It’s a platform and action game built using Unity 3D since most of the team already knows how to use its JavaScript language.

VC and DH: What were some challenges you had to overcome during this process?

SP: Most of us haven’t really developed characters before, but we have all played with really amazing characters in video games. And I believe a barrier is trying to come up with something original without taking from all these other games that we’ve played. I also hope to strike a balance between the serious tones and the goofiness that occurs because the main character is still a child. If the game is constantly serious, it might get tedious for the player to keep up.

VC and DH: Do you have any future plans involving video game design, your game in particular?

SP: I plan to go down the path of a video game designer in my career field. Even if I don’t end up working at a big video game company, I would still be really satisfied in a small indie company that makes these small, but really beautiful story-driven games with a closely knit community of dedicated people. We are planning on creating a demo version of the game by the end of this school year. The demo is going to include a couple regions of the map and some non-playable characters that the players can interact with. We hope to get a final release of the game selling on Steam 3 years from now.

VC and DH: What do video games and this project mean to you?

SP: Designing this video game is my first step into becoming a creator. I feel like this is an initiation phase of my journey into the experience. If I can show the world that I am capable of making video games that have a compelling story and compelling characters, that would be a huge accomplishment in and of itself.