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Erin Robinson talks talent acquisition and updates for Gravity Ghost

Last time we spoke with Erin Robinson her game Gravity Ghost was still in early stages of development. Almost a year later we’ve checked back in with the Phoenix indie game developer to talk about the titles updates, and how she acquired her amazing voice cast.

To begin with, in Gravity Ghost players will take on the role of Iona, a ghost who will journey through the cosmos collecting stars and solving puzzles using Robinson’s gravity mechanics. “It’s a game about soaring through space and orbiting little planets,” explains Robinson, “We worked hard to create these very kinetic levels. We’ve got planets that are bouncy, planets that are slippery like ice, and planets that shatter like glass.”

While Robinson has pushed back the original release date of the game in order to refine the story and animations a bit more, she is allowing for pre-orders to help fund the final stage of development. “I’m not a fan of games that spell out the story to you, so I’ve done something a bit different with Gravity Ghost,” Robinson explains, "I’ve created 20 short animations, each around a minute long, that tell the story. The catch is that you can discover these story bits in any order, so it’s up to the player to put the details together.”

One of the biggest recent developments for Gravity Ghost was the announcement of the voice cast. Gamers might just recognize the voices of Borderlands 2’s Tiny Tina (Ashly Burch), Bastion’s Rucks (Logan Cunningham), and Gone Home’s (Sarah Elmaleh), and it was no small feat when Gravity Ghost got Faster Than Light’s (FTL) Ben Prunty to sign on to do the soundtrack. We recently sat down with both Burch and Cunningham and now we wanted to get the scoop from Robinson to find out how she managed to get so much talent for her project.

Relying on the personal and professional contacts she had garnered throughout the years of her game development career, Robinson managed to "naturally" attract the kind of talent, and people that she ultimately wanted to help make her project a reality. “Attracting talent is kind of a strange thing. It doesn’t work the way you’d expect,” explained Robinson. “Just be kind to everyone you meet, and really listen when people open up about their creative ambitions,” Robinson added, “I’ve been making video games for almost 10 years now, and that would be my number one piece of advice. You can make some wonderful friends that way, and down the road, it’s your friends who will go out on a limb to help you.”

Robinson may have used her years of experience to gain contacts, but it seems that her ability to allow people to just be "where they are" and to listen-was the winning formula for bringing a wide range of talent to Gravity Ghost.

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