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PSX Excessive Talks To She’s Leaving Dev About What To Count on, Inspirations, And Extra

November 27, 2025
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Right here at PSX Excessive, we’ve got had the pleasure to interview the two-man studio behind upcoming indie survival horror sport, She’s Leaving, with co-founder Sam Griffiths more than pleased to speak inspirations, messages and themes, the way forward for Blue Hat Studio, and extra. It launches December 2 on PS5.

John Little: How would you clarify your sport ‘She’s Leaving’ to those that may not have heard concerning the sport earlier than?

Dev: Think about somebody with Dexter Morgan’s forensic abilities navigating an area as tense and eerie because the Home Beneviento. It’s a mixture of investigation, puzzle-solving, and survival, all wrapped in a story-driven thriller.

JL: What are your principal influences that impressed you while you have been creating the sport?

Dev: We drew loads of inspiration from the primary seasons of True Detective and Dexter: New Blood. The Final of Uswas additionally a key affect, notably in the way it handles emotional depth and the bonds between characters.

We [also] appeared intently on the Home Beneviento phase in Resident Evil: Village and the R.P.D. station in Resident Evil 2. Each taught us construct pressure and environment by way of exploration and punctiliously designed puzzles.

JL: How did your sources of inspiration affect the gameplay?

Dev: When it got here to designing Charles’s principal mechanic, the blood spatter evaluation, you would possibly assume Dexterwas first level of inspiration, but it surely truly began with Cyberpunk 2077. Whereas exploring Evening Metropolis, I noticed crime scenes the place robots projected digital strains to replay what had occurred. That immediately jogged my memory of Dexter’s means of reconstructing crime scenes.

JL: How did your sources of inspiration affect the storytelling?

Dev: After I performed The Final of Us, I used to be actually struck by the best way Joel and Ellie talked to one another. That impressed me to ensure the characters in She’s Leaving actually get to work together and discuss as a lot as attainable.

We additionally need gamers to suppose for themselves, piece collectively clues, and are available to their very own conclusions somewhat than being given every part outright.

JL: Your sport consists of crime scenes and forensic components. What did you do to ensure this was as correct as attainable?

Dev: We appeared into how the blood spatter evaluation is utilized in actual life crime scenes, we appeared into early instances the place it was used as major proof in courtroom. From there it was loads of googling and studying forensic studies from these instances after which creating one thing that might translate to gameplay.

JL: What sort of messages and themes do you wish to inform your viewers?

Dev: How far would you go to show your self proper? She’s Leaving explores that query in depth, analyzing how loneliness and obsession can spiral into harmful territory. The story additionally touches on themes of loss of life and mortality, forcing gamers to confront the fragility of life. Faith and perception play a delicate position, influencing the alternatives characters make and the way they search that means in tough circumstances. On the identical time, the sport carries threads of hope, exhibiting that even in darkish conditions, folks can discover goal, connection, and closure. It’s a narrative concerning the penalties of obsession, but additionally about the potential of redemption.

JL: What are the challenges of being a two particular person dev crew?

Dev: For me and Josh, my associate at Blue Hat, once we began the undertaking, neither of us actually knew how sport engines labored, so we have been continually studying as we went, usually by way of trial and error.

However alongside the best way, we linked with some unbelievable builders, mentors, and collaborators who shared their experience and helped us clear up issues we by no means may have tackled alone. Being a two-person crew meant that each victory, irrespective of how small, felt monumental, and each setback was an opportunity to study one thing new collectively. It was difficult, exhausting at instances, but additionally extremely rewarding. With out the help of the folks we met alongside the best way, we’d not be only a few weeks away from releasing the sport.

JL: What are the advantages of being a two particular person dev crew?

Dev: One of many greatest advantages of being a two-person crew is how streamlined communication is. There aren’t any lengthy conferences or weekly studies. We simply name one another up and talk about what must be accomplished subsequent. We think about that form of openness and pace of decision-making can be tougher in a bigger crew, although we’ve got by no means truly labored in a single so we can not say for certain

JL: What’s the facet of the sport you might be most happy with?

Dev: Possibly it sounds a bit cliché, however truthfully, I’m happy with the sport as a complete. We began with a very clean undertaking in Unreal Engine again in March 2020, and seeing the way it has grown through the years is unbelievable. We have now poured every part we presumably may into this debut title, and we hope gamers really feel that effort and fervour because the credit roll.

JL: What sort of video games do you take pleasure in and end up going again to?

Dev: I’ve an extended record of favourites however I’ll preserve it quick:

Croc: Legend of the Gobbos – I bear in mind my brother Lee exhibiting me this sport once I was younger. I used to be utterly in awe of the 2D background artwork that wrapped world wide. Simply imagining what might be past these painted inexperienced hills and castles made it really feel magical. It’s such a comfy sport.

Resident Evil 4– Once more, my brother confirmed me this one, and I used to be immediately obsessed. To today, I don’t suppose there’s a sport as completely designed because it. Each facet of it’s simply unbelievable.

Cyberpunk 2077– I can’t get sufficient of the story and the world on this one. It’s in all probability the sport I’ve been most immersed in, and it’s influenced how I take into consideration narrative and character design in video games.

The Final of Us – I used to be a bit late to this one and performed it round 2018. I completed it inside 24 hours of shopping for it as a result of I simply couldn’t put it down. I don’t suppose I’ll ever recover from Joel although.

JL: What have you ever accomplished to make it possible for She’s Leaving stands out from different Survival horror video games?

Dev: We needed to take a extra grounded method, so we left zombies and ghouls out of the sport. As an alternative, we targeted on one thing scarier – people.

JL: How would you encourage gamers of mainstream survival horror to offer indie video games an opportunity?

Dev: Indie video games are likely to take extra inventive dangers which may be refreshing from the mainstream formulation, I believe loads of the instances these video games from small groups actually showcase the fervour behind them as a result of smaller groups.

JL: What have you ever learnt from this undertaking that you just hope to take with you to future tasks?

Dev: From designing our first degree to engaged on degree design, voiceover course, and every part in between, we’ve got actually needed to dive into each a part of sport improvement as a two-person crew. There have been main ups and downs alongside the best way, however every part we’ve got discovered will carry over into our subsequent undertaking.

JL: What impressed you to turn into sport builders?

Dev: Our love for video games is what impressed us to turn into builders. I’ve all the time felt that video video games as an artwork type are nonetheless of their early levels, and we needed to contribute one thing significant to it. We needed to be a part of the medium’s progress, to create experiences that go away an impression, and to look again understanding we added our personal voice to the artwork type.

JL: Is there something you wish to word to our viewers about your sport?

Dev: I simply need gamers to know that She’s Leaving is a labor of affection. We have now poured every part we’ve got into making a tense, story-driven expertise that blends investigation, puzzle-solving, and survival. We hope folks take pleasure in exploring the world we’ve constructed and really feel the care and element that went into each facet of the sport.



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