About this transcript: This is a full AI-generated transcript of This solo developer spent 8 years making his game — BBC News, published April 28, 2026. The transcript contains 1,330 words with timestamps and was generated using Whisper AI.
"I just know I pretty much woke up, you know, started working on the game and pretty much would take like one or two breaks throughout the day and then worked until, you know, I basically fell asleep, sometimes at the keyboard. Yeah, it was, I would say I would not recommend it. Tanda, thank you so..."
[0:00] I just know I pretty much woke up, you know, started working on the game and pretty much
[0:05] would take like one or two breaks throughout the day and then worked until, you know, I
[0:11] basically fell asleep, sometimes at the keyboard.
[0:14] Yeah, it was, I would say I would not recommend it.
[0:18] Tanda, thank you so much for speaking to us.
[0:34] It's been just over a year since Blueprints came out.
[0:38] What's that year been like for you?
[0:40] It's been a little crazy.
[0:44] I think I had always been told by other developers that be prepared to still work on your game
[0:52] like for the next year, you know, sort of there's sort of like this aftermath echo where you're
[0:59] still in that world, which I didn't expect to necessarily be doing things like going to
[1:06] awards and stuff.
[1:09] During that time, I kind of expected just to be, you know, fixing the game.
[1:13] What was your process when you were going through kind of the iteration of the puzzles?
[1:18] You know, did you have an idea and then you were thinking, how do I create a puzzle around
[1:21] that?
[1:22] Or how did the process work?
[1:24] I think my process is kind of unusual in that I try to create as much as the world as possible.
[1:29] And then instead of trying to like force in a puzzle, I kind of look like, what have I
[1:34] already created that could work as a puzzle?
[1:37] So I really like sort of like diegetic elements, like a breaker box, you know, and then you're
[1:43] kind of thinking, how would this practically work?
[1:46] And so the puzzles kind of emerge naturally once you've created the space and that.
[1:53] But I definitely do not start by saying like, let me, how do I put this puzzle and create
[1:58] a space around it?
[1:59] I'm much more the type of, let me create the whole house and see what natural ideas emerge
[2:05] from that space.
[2:06] And this is the first game you've made.
[2:08] You've said you were spending something like 80 hours a week for eight years.
[2:13] I didn't really keep track.
[2:15] And like, I just, I just know I pretty much woke up, you know, started working on the game
[2:20] and pretty much would take like one or two breaks throughout the day.
[2:24] And then, and then worked until I, you know, I basically fell asleep sometimes at the keyboard.
[2:29] Yeah, it was, I would say I would not recommend it.
[2:33] But what was it about the game that made you think, I've just got to keep at this.
[2:38] You know, I, I need to.
[2:39] I think it's my personality type because I think every project I've worked on.
[2:42] Right.
[2:43] Has it been the same thing?
[2:44] It's been, it's been more or less.
[2:45] Now, none of them have ever lasted more than a month.
[2:47] Okay.
[2:48] I think that's the big difference.
[2:49] I think like the longest thing I had done prior to Blueprints was exactly three months.
[2:54] And that was very similar, but I come from a filmmaking background.
[2:58] And so I think that the workload kind of makes sense in film because you have to get
[3:03] as much, you know, footage as you can each day, because, you know, you have only have
[3:09] the actors for a certain amount of days.
[3:11] So I think that that sort of intensity comes from there.
[3:15] Now it works in a film because it's only six weeks.
[3:18] Yeah.
[3:19] You know, but yeah, eight years is probably a little long to sustain that intensity.
[3:24] And was it just because you believed in the game so much or, you know, was there any,
[3:28] a point where you...
[3:29] Yeah.
[3:30] I mean, that's fair enough.
[3:31] It really was just like an absolute joy to work on it.
[3:34] And oftentimes, you know, I would have conflicting, you know, social engagements and, you know,
[3:41] I'd say four times out of five, I would pick the game.
[3:43] Really?
[3:44] Or overdoing those.
[3:45] What did people say?
[3:46] Like, oh, he's had Blueprints again.
[3:47] Let's see.
[3:48] Yeah.
[3:49] It wasn't called Blueprints.
[3:50] Obviously it was called Bequest, wasn't it?
[3:51] It was only called Bequest for the first like eight months or so.
[3:54] Okay.
[3:55] And, I don't know, I think at some point they just realized I had fallen down a hole
[4:01] and maybe I would emerge someday and maybe I wouldn't.
[4:05] It's a mostly solo venture from you, so are there parts of the game that feel quite personal
[4:11] to you?
[4:12] Yeah.
[4:13] I mean, the whole thing.
[4:14] Yeah, of course.
[4:15] Yeah.
[4:16] I think it is a perfect representation of what I am and my taste in games.
[4:21] Yeah.
[4:22] I think that I tried to put everything into it that I love and, you know, it's a mix
[4:29] of sort of like tabletop, board game design, very much influenced by that world and, you
[4:37] know, sort of the first person traditional 3D point and click.
[4:42] Was there any kind of worry that obviously it's something so personal to you that people
[4:46] were going to buy into it, that people were going to get it?
[4:49] I didn't really care if most people got it.
[4:52] I thought that as long as it reached the people that were just like me, then I would be happy.
[5:00] So it was really a question of like how to find those people or I guess how to let those
[5:05] people find the game.
[5:08] And as long as they found it, like, you know, I didn't need everyone to love it or everyone
[5:12] to play it.
[5:14] So that was a bit of a challenge.
[5:15] Do you think we still have a little way to go to have people appreciate games as art?
[5:20] I think, I mean, like maybe I'm living in a bubble, but I feel like, I feel like we are,
[5:25] we are beyond there.
[5:26] And if there's anyone that still has doubt, art's anything that moves you.
[5:30] And, I mean, you can just look at the games of last year and there are so many experiences
[5:37] that moved me.
[5:40] And I think that there's games that even the most stone faced person would be moved by.
[5:49] I mean, as a sort of solo developer, but also as a creative, can you see AI having a place
[5:56] in that development process?
[5:58] I mean, there might've been a world where that was possible, but the way it has kind
[6:04] of unfolded, I don't see any real future for it at this stage.
[6:10] I think that it's clearly anti-artist, or at least it's trending that way.
[6:19] And so I can't see, I can't see supporting that and not also seeing the direct consequence
[6:29] being the lack of artistic intent.
[6:34] And so, yeah, personally, I don't, I think it, it is probably going to be the future regrettably,
[6:43] but I think that I'm hoping enough people fight against the trend.
[6:47] Fans of this game will want to know, would you ever consider doing a sort of Blueprints
[6:51] 2, or do you think you're kind of...
[6:53] I can confirm there will not be a Blueprints 2 or a direct follow-up to the game.
[6:57] What about a Blueprints cinematic universe?
[7:00] What do you think about that?
[7:01] The world of Blueprints is rich enough that it probably could merit exploration in another
[7:08] area.
[7:09] And so I'm not opposed to doing that, but it will not be connected to the Mount Holly
[7:14] manor or to the characters in the game.
[7:17] And I believe, did someone sort of suggest potentially doing a film around it?
[7:22] Yeah, I've been approached by several interested parties, some studios I really respect and
[7:30] love their work.
[7:31] It has been tempting, but I think I'm gonna, I'm gonna, I'm gonna go with my, my gut instinct
[7:36] that is Blueprints is this game and this experience.
[7:41] And I think it's, let's say I'm very content with, with having it always just be a self-contained
[7:48] experience that's just this game.
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