Developed the first Star Trek game for toddlers.
We had a quick chat with Outright Games producer Rudy Lamy about Star Trek Prodigy: Supernova. Supernova is based on Star Trek’s new animated his series, Star Trek Prodigy, and is his first Star Trek game aimed at younger audiences with little or no knowledge of the series.
NWR’s John Rairdin: When does the story take place in relation to the show? Is the game canon?
Rudy Lamy: The game’s story is canon and takes place in the same timeframe as the first season run of Star Trek’s Prodigy, giving the show’s audience a familiar setting. You don’t have to watch , but the story exists completely independently, exploring new systems and new civilizations during time jumps. This gave us more creative room to create new planets and characters, but we could say that we were able to show the details of Vau N’Akat and the camaraderie among the crew of the Protostars.
NWR: Did you have the freedom to come up with your own story? How closely were you involved with the show’s development team?
RL: I’m very lucky to have a good relationship with Nickelodeon and Paramount’s Star Trek team. Working directly with Prodigy series writer Lisa S Boyd, she consulted on editing the script and nailing the characters, abilities, and authentically her Prodigy tone. Game Designer Pere of Tessera Studios has crafted a strong narrative with the help of the extremely talented screenwriter Martin Korda. Martin Korda has done a great job as a writer for games like Destiny and FIFA: The Journey and is proud to tell the stories in this interactive Star Trek experience.
NWR: I was surprised to see basically the entire series cast playing their respective roles. What was it like working with the cast, especially Kate Mulgrew?
RL: It’s been an incredible privilege to work with the entire cast of the series. Everyone brought such energy and insight to the characters, and even managed to adapt some lines during recording to make the dialogue between the characters more comedic and emotional.Brook, Voice Director Chalmers not only connected many subtle but invaluable nuances between series and game performance, but also promoted a fun and collaborative atmosphere. Of course, Kate Mulgrew brought her years of experience and professional expertise on Star Trek and was able to effortlessly incorporate her character’s innate leadership into the performance.Honestly, she and the entire cast It was exciting to have . It felt like she was working with the Protostar crew!
NWR: Star Trek has a lot of material for games. Space, planets, ships, etc. What did you focus on and why did you choose it?
RL: We worked hard to make the most of all these elements. Our primary focus was to present an authentic Star Trek experience, with narrative and interactivity that appealed to all ages. But it also has to be Star Trek.With that comes a diverse set of characters, each with their own personalities and histories, as well as never-before-seen planets, unique technology, and adventure wonders. brought. The goal of connecting the crew members who play different roles on the ship and their constant banter really nail the feeling of being part of the Protostar crew.
NWR: Were there certain elements you knew needed to be included to make it feel really Star Trek?
RL: We knew we wanted a meaningful story about exploration, making first contact, and crew relationships. Focused on creating an experience accessible to all ages for an audience dedicated to Prodigy, it brings the wonders of discovering new planets and the mysteries of newly introduced civilizations. With the help of the Star Trek team, we were also able to include a fun callback to the decades-old history of the franchise.
NWR: This is probably the youngest audience a Star Trek game has ever targeted. What are your goals when developing for such a young audience?
RL: That’s right. Supernova is the first Star Trek game developed for a younger audience. The two goals he wanted to achieve with this game were to stay true to the TV show and to be fun for both parent and child. The former was achieved by featuring his talent and screenplay editing on the show’s original vocals and working closely with Nickelodeon and Paramount’s Star Trek his team. The latter was achieved by implementing two-player co-op, featuring many references to the series and fun dialogue that older fans will appreciate.
NWR: Are there any gameplay mechanics or general philosophies that you feel would be best suited for younger audiences?
RL: At the core of the collaboration between Outright Games and Tessera Studios was understanding how to create engaging gaming experiences for players of all ages. This includes intuitive controls and a clear understanding of the purpose at all times. For example, we could include Tricorder’s ability to display the current goal in text, and energy lights that visually guide the way to the next goal and highlight interactive objects in the area. There are upgrades to player skills that add a sense of versatility and empowerment that grows over the course of the game. This is appealing for players who want to get into deeper mechanics, or as a kind of educational moment for players who are gaining experience with the game and his RPG mechanics. Players should never be confused about what they need to do next, but should be enthusiastic enough to want to keep playing.
NWR: Does the sheer amount of Star Trek content intimidate to introduce to what could be mostly new viewers?
RL: Presenting such a storied franchise with decades of lore to new audiences is a challenge, but it’s an honor to be able to create a new entry, especially as a game. , given the opportunity to create a new civilization that ties into the larger Star Trek universe. But with the support of such a passionate team and collaborators, we’re proud of the characters, story, and gameplay developed together into a cohesive experience.Our team is Star Trek fans old and new. It’s filled with Star Trek values, and I’ve often learned that reaching out, making first contact, telling stories about exploring new worlds, and telling stories about diverse connections to familiar worlds is fundamental. I know. and unknown.
Thanks to Rudy Lamy for taking the time to answer my question. You can read our review of Star Trek Prodigy: Supernova here.