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How Not Tonight went from workplace sim to twisted Brexit vision

We talked to the lead developer of Not Tonight to discuss how workplace simulators make a strong foundation for different types of games.

Bryant Francis, Senior Editor

August 22, 2018

1 Min Read

Last Friday, developer PanicBarn released the Brexit-themed doorperson game Not Tonight, a well-timed launch that coincides with a six month mark before Brexit is meant to take place. 

Though Not Tonight has caught attention by diving for a hot-button issue, the game also owes its success to creative director Tim Constant's fascination with "workplace simulation" games, and a fervent discord community that's built an eccentric role-playing scenario on the online platform. 

These were some of the lessons we learned during our chat with Constant today on the Gamasutra Twitch channel, which you can now watch in its entirety up above. Be sure to watch the video if you're curious about building strong foundations for a thematically-charged game. 

And while you're at it, you can follow the Gamsutra Twitch channel for more developer interviews and editor roundtables. 

Disclaimer: Not Tonight is published by No More Robots, a company founded by former Gamasutra editor Mike Rose and advised by current Gamasutra publisher Simon Carless. 

About the Author(s)

Bryant Francis

Senior Editor, GameDeveloper.com

Bryant Francis is a writer, journalist, and narrative designer based in Boston, MA. He currently writes for Game Developer, a leading B2B publication for the video game industry. His credits include Proxy Studios' upcoming 4X strategy game Zephon and Amplitude Studio's 2017 game Endless Space 2.

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