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An Uncanny Knack

CEO Romain Leprince explains the origins of award-winning indie game Uncanny Fish Hunt

GamesIndustry.biz So as a company, what's the best result that you'd be looking for from an investor? If somebody comes along with money, what's the next step - do you grow the company and add more staff?
Romain Leprince

I think we have a very good energy in our group of six people. It could be difficult for an outsider to come into this group, because we've got a particular way of working, a particular way of thinking, producing documents and so on. It might be tough for someone.

So for me, the ideal way for us to develop our games is to have just the six of us, taking a bit more time - working as we used to.

GamesIndustry.biz And what's the potential for Uncanny Fish Hunt, do you think? It's creative and distinctive, but it won't sell Call of Duty numbers... What does success look like, for you?
Romain Leprince

I'd be happy if it was something like the key indie games nowadays, like Braid or Limbo. 300,000 units we'd be very, very happy with - but with 100,000... we know there's a lot of hacking on the game platforms, so I hope the game will become known. If people don't play it I'll be sad - because it's a lot of energy that goes into making something. 100,000 would be a good number for us.

GamesIndustry.biz It could be the product that then secures the company's future, and then opens up a lot more options. Do you have a sense of what might come after Uncanny Fish Hunt?
Romain Leprince

Well, we want to explore various ways to make people feel emotions when playing games, and we think this medium has a lot of potential. I hope, after Uncanny Fish Hunt, that we can continue to make sensitive games to stimulate various emotions.

The next step probably isn't to make another adventure game, because although we love them and know the structure very well. But a first-person game, for me, is the best method of inspiring emotional responses - with Uncanny Fish Hunt here we are in an atmosphere of innocence, and the player can maintain a certain distance from his avatar. But if you want to generate strong feelings you have to go into the first-person perspective.

The next step for us in my mind is to make a big survival horror game with a first-person view.

Romain Leprince is CEO and director at Uncanny Games. Interview by Phil Elliott.

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