The KSP Creator's Paradox: Success, Toxic Crunch, & the Reality Behind a Hit Game
#blender3d #gamedev #ksp
Philippe Falanghe (also known as Harvester), the visionary creator of Kerbal Space Program (KSP), talks about the realities of game development after achieving massive success. KSP, a unique simulation game blending realistic orbital mechanics with sandbox fun, sold over 4 million units—but Philippe reveals the high cost of that achievement.
This is the full KSP story, diving deep into the core conflict between the Design Joy of creating an industry-defining hit and the harsh Dev Reality of the AAA/indie space.
? Key Discussion Points:
Toxic Crunch Culture: Philippe’s direct experience with non-stop crunch and the infamous "marketing mentality" at Squad (the original KSP studio).
The Price of Success: The painful, honest story of being pushed out of the project he created, and the emotional toll on the KSP development team.
Game Design Lessons: How to take a highly complex subject (rocket science/orbital mechanics) and simplify it into accessible, engaging gameplay mechanics.
Redemption & The Future: The exciting vision for his new project, Space Agency, a spiritual successor to KSP, and the search for creative balance in a post-crunch career.
If you are a game designer, game developer, or just a fan of Kerbal Space Program looking for lessons on scoping, development challenges, and the true nature of the video game industry, this interview is essential viewing.
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Grant Abbitt (Gabbitt)
This channel is about games design and game art. I use Blender, Photoshop, Krita and a few other programmes. My tutorials are mainly about How to use Blender. I also Vlog now and again about freelancing, being creative, and the creative industries. Live ...