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Media Molecule’s Siobhan Reddy on creativity within game development

Stevivor recently sat down with both Media Molecule’s Siobhan Reddy and Rex Crowle.

While our first interview session with Reddy focused on visibility in gaming and what it means to be Australian, Leo’s chat with Crowle was wholly in regards to Tearaway. We used our second chat with Reddy, then, to delve into her take on Tearaway as well as the nature of creativity in both games and at Media Molecule itself.

As you may remember, Reddy left a position at Criterion to help co-found Media Molecule. Making creative games was exactly what the new development house was formed for.

“As a group of people, we’ve all been interested in creativity,” Reddy said of Media Molecule. “All of us come from some part of life of just making things.

“We’re cake makers. Or tend to gardens. Game makers too, obviously. We’ve bonded as a group of people ‘cause we dream of things and then set out to make them.”

That, to Reddy, seems to be the most rewarding aspect of making games.

“There’s nothing quite like that moment when you have an idea and then draw it out. Then have it become a real thing,” she explained. “That’s a real joy in life.”

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On a trip from her home base in England, the Australian-identifying Reddy does like to get expressive in non-Media Molecule titles too, though she promised the studio’s upcoming title, Dreams, will definitely scratch that creative itch.

“I’m very much looking forward to getting into Mario Maker when I get back [home],” she confessed, expertly avoiding a question regarding Dreams.

“We have lots to talk about [regarding Dreams] at Paris Games Show, though,” she offered in consolation.

For those interested in the game development, you may be surprised to know that Media Molecule applies the same tactics as students when it comes to getting an idea of the ground.

“When we were making Tearaway for the Vita, it was a really interesting thing; we hadn’t made a handheld game before,” Reddy explained. “So, we had to get to know the device; we did game jams to narrow down what features should be. Then, we iterated them.

“To get Tearaway [Unfolded] on PS4, we had to go through a very similar process; the Tearaway team hadn’t made a PS4 game. They had to get to know the DualShock 4, the [PlayStation] Camera and figure out what to bring over.”

We reviewed Tearaway Unfolded here.


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Steve Wright

Steve's the owner of this very site and an active games journalist nearing twenty (TWENTY!?!) years. He's a Canadian-Australian gay gaming geek, ice hockey player and fan. Husband to Matt and cat dad to Wally and Quinn.