For this devlog, we’re going to do something a little bit different. I want to tell you about all the beautiful people working on Go Home Annie, so I’ve taken it upon myself to highlight the various accomplishments of my teammates and me. At the end of the devlog, I’ll also talk a bit about our collaborators, without whom the game wouldn’t be nearly as good as it’s turning out to be.

The Core Team

Petar, Josip, Mateja, Matthew, and Mladen at an abandoned military air base built into a mountain (our twisted idea of the perfect team building location).

 

Mladen Bošnjak

Role: Creative Director

I’ll start things off by introducing myself. Video games are my passion in life! The very first time I saw a video game, I knew I wanted to make these things. The mix of visual art, music, and interactivity had me completely captivated. Game development was my only hobby until I took up the drums. I find hitting things with sticks a good complement to game development, which can be high-stress. I made an FPS, a VR game, and a mobile game and went to a bunch of game jams before making games became a full-time job for me. I’m a big fan of creepy stuff and going down internet rabbit holes, so naturally, I stumbled upon the SCP Foundation, fell in love with it, and decided I needed to make a game set in that world. Go Home Annie is by far my most ambitious project to date, and one I’m laser-focused on. Every project I ever started was brought to completion thanks to the people I worked with, so let me tell you a little bit about the team working on Go Home Annie.


Matthew Sight

Role: Lead Programmer

Every good team needs a thrill-seeking lead programmer. In his free time, Matthew does martial arts, drives around on a motorcycle, and jumps out of planes (with a parachute, I think). He also helped write two books and publishes asset packs (bits of code other people can use to develop their games faster) on the Unity Asset Store. I have no idea how he finds the time to do all this alongside working on Go Home Annie, but there you go.


Mateja Olujić

Role: 

3D Artist, Environment Artist

In her past life, Mateja worked as a dental technician, but then she saw me making 3D models and thought, “I can do that better than him,” so she signed up for a 3D modelling course. She joined the team not long after, while Go Home Annie was still in the concept phase. Along with 3D modelling, Mateja has taken on environment art and lighting tasks too. She can’t decide if she likes nature or technology more. In no particular order, she loves yoga, metal, punk, her black cat Toro, plants (they all die on her, unfortunately), spelunking, and Japan.

 
Toro the Cat.

 

Petar Agejev

Role: 

Composer, Audio Designer

Petar’s day job is creating VR and AR apps at a company in Zagreb where he, Matthew, and I originally met (shoutout to Delta Reality). He moonlights as the composer and audio designer for Go Home Annie. When playing in a band environment, his instrument of choice is the double bass. I think he’s in a fight club, but he told me I can’t talk about the fight club.


Lovro Golac

Role: 

Narrative Lead

Lovro came on board while we were finishing up the demo for Go Home Annie. We needed someone to find voice actors and direct them, and Lovro was the perfect fit. Since then, he’s worked with me on the game’s story and written most of the dialogue. The cast of characters in Go Home Annie has grown considerably since the demo, so he’s had a lot more casting and directing to do. He plays guitar in Mokugin, a four-piece instrumental band. Recently, he became a presenter on Croatia’s national radio and TV channels, operated by HRT. I hear him on the radio sometimes while I’m driving around, which is pretty surreal.


Josip Balić

Role: 

3D Artist, Animator

Josip came to Misfit Village as an intern while attending a 3D art course here in Novska and instantly clicked with the team, so we took him on board. He loves Pokémon and is an avid collector of Dylan Dog comics—Dylan Dog being the Italian horror comic series we all grew up with and a big inspiration for Go Home Annie.

 
This is actually a photo of my collection, but imagine this times 10,000.

 

Stefan Vedrina

Role: 

Programmer

As programmers are wont to do, Stefan spends his free time riding around on a motorcycle. He has two beautiful dogs and loves hiking. When he’s not working on horror games, he makes the polar opposite: educational games for kids.

 
Kiko and Hiro.


Our Collaborators


In addition to the main team, Go Home Annie would be nothing without our collaborators and past employees.

Franjo Badurina was the lead programmer on our demo—the demo that kickstarted everything, from finding our fanbase to finding a publisher who’s supporting us the whole way.
Antonia Klarić created the concept art for Annie, which inspired a lot of the character development and story.
Filip Harm created various in-game drawings and 2D art and tested the game countless times.
Eni Talić helped us clean up motion capture data and improve handmade animations.

Our voice actors, who we’ll highlight individually closer to release, went above and beyond the usual video game-quality voice acting. We can’t wait for you to hear them and get teary-eyed during the game’s emotional scenes 😭

And last but not least, our biggest collaborators are the SCP authors, whose universe of stories deeply enriched Annie’s journey.

I think we’ll be able to squeeze in at least one more devlog before Go Home Annie’s release. Until then, take care!

Mladen Bošnjak
Creative Director at Misfit Village

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