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In-depth Interviews

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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About the author

Steve Wright

Steve's the owner and Editor-in-Chief of Stevivor.com, the country’s leading independent video games outlet. Steve arrived in Australia back in 2001 on what was meant to be a three-month working holiday before deciding to emigrate and, eventually, becoming a citizen.

Stevivor is a combination of ‘Steve’ and ‘Survivor’, which made more sense back in 2001 when Jeff Probst was up in Queensland. The site started as Steve’s travel blog before transitioning over into video games.

Aside from video games, Steve has interests in hockey and Star Trek, playing the former and helping to cover video games about the latter on TrekMovie.com. By day, Steve works as the communications manager of the peak body representing Victorians as they age.