A circular portrait of a smiling writer seated by a warm window, golden-hour light casting soft amber tones across the frame
Erika Haase
Writer · Indie games

Big Cheshire Grin

A small blog looking at the craft behind indie and studio-led video games.

Articles written by Erika Haase · 2017 archive

Welcome. This site collects written features on game development, with a focus on indie projects making their way to release and on the studios revisiting long-quiet series. Pieces here were published in early 2017 and remain preserved as written at the time.

The two features below trace very different journeys: one follows a five-year project from an indie forum into an award-winning release, and the other sits with a studio between award-winning hits as it prepared a reboot for May 2017.

Interests

  • Indie game development
  • Game music & composers
  • AI & creature design
  • Studio profiles

Education

  • Writer, Big Cheshire Grin

    Independent blog · 2017

Talks

Published features

Clear Skies Ahead: An Interview About The Journey To Rain World

An interview walking through the five-year development journey of Rain World — from an unknown project on an indie gaming forum to an award-winning title with intelligent AI and 16-bit retro graphics.

Written by Erika Haase · Published March 2, 2017 · Rain World

Independent game development often begins in unexpected places, from small online forums to quiet collaborations between strangers who share a creative vision. What unites these projects is rarely budget or team size, but a stubborn commitment to a particular feeling or mechanic the creators want to share. Long development cycles, sometimes stretching across several years, become laboratories where ideas are tested, discarded, and rebuilt until the original spark is finally translated into something playable and meaningful.

Studios returning to long-dormant franchises face a different kind of creative challenge, balancing nostalgia against the expectations of modern audiences. Revisiting a series that has been quiet for years invites questions about what made those worlds resonate in the first place, and how their themes can speak to contemporary players. Success in such revivals depends less on reproducing exact memories and more on understanding which design philosophies still feel alive, and which need a careful refresh.

Writing about games is, at its core, writing about experiences shaped by player choice, environmental storytelling, and carefully tuned mechanics. A thoughtful feature looks beyond surface spectacle to examine how a development team solved a particular design problem, or how a narrative moment earns its emotional weight. Game criticism that takes craft seriously treats interactive media with the same care given to film, literature, or music, recognizing that design decisions carry intention and meaning.

Horror games demonstrate how mood, pacing, and restraint can produce lasting impact long after the screen goes dark. The genre thrives on suggestion rather than revelation, building dread through environmental detail, unsettling sound design, and moments where players are asked to confront what they cannot yet see. Effective horror in interactive form also respects the player's agency, transforming vulnerability into a meaningful part of the experience rather than a scripted punishment.

Narrative-focused games continue to expand what storytelling can mean when the audience holds part of the narrative responsibility. Branching dialogue, environmental cues, and silent character beats allow stories to unfold at a pace dictated by curiosity rather than cutscenes. When handled with care, these systems create intimacy between player and protagonist, turning exploration into a form of reading and choice into a kind of authorship shared between creator and audience.

Comfort games occupy a meaningful space alongside more demanding experiences, offering players a way to unwind, reconnect, and inhabit gentler rhythms. Animal Crossing and similar titles demonstrate how soft loops, friendly aesthetics, and low-stakes progression can still feel rewarding. These games are not lesser for their gentleness; instead, they provide emotional refuge and a sense of steady, ongoing presence that contrasts with the intensity of larger releases and the pressures of daily life.

The relationship between music and game design is one of the most quietly powerful forces shaping how a game is remembered. Composers working in interactive media must think in systems, writing themes that adapt to player action and shift with context. A well-placed score can elevate ordinary mechanics into something memorable, while a poorly integrated one can undermine even the strongest visuals, leaving players aware of a gap between intention and experience.

Community remains the engine that sustains independent games long after release, through fan art, word of mouth, and the simple act of sharing a favorite moment online. Developers who engage openly with their audience often find that players become collaborators, offering feedback that shapes updates and inspires new content. This ongoing conversation transforms a finished product into a living project, one whose meaning continues to grow through the people who choose to spend time within it.

The Arkane Arts

A look at Arkane Studios' work on Prey — a reboot of a long-quiet IP announced at E3 2016 and released May 5, 2017 — set against the studio's award-winning run on Dishonored and Dishonored 2.

Written by Erika Haase · Published February 12, 2017 · Prey

Projects

Featured coverage
A moody pixel-art creature perched on a rain-slicked platform, deep teal and amber tones drifting through a foggy ruin

Rain World

Slug Cat searches for family across a dynamic ecosystem. 16-bit retro graphics, intelligent AI, music by James Therrien (James Primate). Published by Adult Swim Games.

A dimly lit space station corridor with soft cyan lighting and reflective metallic panels receding into the distance

Prey

Arkane Studios' reboot of a long-quiet IP, announced at E3 2016 and released May 5, 2017. Weapon design, alien biology, and human psychology.

A close-up of stage-lit studio banners against a warm dusk sky, golden and indigo hues blending at the horizon

GDC Awards

Rain World received recognition at GDC during its five-year development arc, noted alongside its indie forum origins.