Game Developer Podcast

#52 - What Makes Ambrosia Sky So Unique?

Aug 11, 2025
Joel Burgess, a former level designer at Bethesda and Ubisoft, and Kait Tremblay, a narrative director and Life is Strange author, dive into the making of Ambrosia Sky, a unique cosmic sci-fi game. They discuss the innovative intersection of death and gameplay through themes of alien mold and fungus. Their insight into balancing artistic vision and commercial success highlights the challenges indie studios face. They also emphasize the importance of collaboration and creative confidence in crafting engaging narratives that resonate with players.
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ADVICE

Declare Clear Intentions

  • Be clear about what you are making and why, because that clarity translates to audiences and collaborators.
  • Center intentional design to rally your team and attract players who respond to a distinct vision.
ANECDOTE

Why Death Keeps Drawing Her In

  • Kait repeatedly returns to death as a subject because it is varied, terrifying, and endlessly different in experience.
  • She uses death to explore fear, folklore, and how people find meaning, drawing from Mortician's Tale work.
ANECDOTE

Collaboration Shaped The Worldbuilding

  • Joel describes how working with Kait changed his approach: her curiosity pushed deeper worldbuilding questions.
  • Their complementary strengths (Joel on setting, Kait on character) produced richer levels and narrative detail.
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