All Things Alice: "Escaping Wonderland" Interview

As an amateur scholar and die-hard enthusiast of everything to do with Alice in Wonderland, I have launched a podcast that takes on Alice’s everlasting influence on pop culture. As an author who draws on Lewis Carroll’s iconic masterpiece for my Looking Glass Wars universe, I’m well acquainted with the process of dipping into Wonderland for inspiration.

The journey has brought me into contact with a fantastic community of artists and creators from all walks of life—and this podcast will be the platform where we come together to answer the fascinating question: “What is it about Alice?”

For this episode, it was my great pleasure to have Escaping Wonderland producer Pelle Hallert and writer Mårten Gisby from Cortopia Studios join me as my guests! Read on to explore our conversation, and check out the whole series on your favorite podcasting platform to listen to the full interview.


Frank Beddor 
Pelle Hallert and Mårten Gisby, welcome to All Things Alice. I’m excited to have you guys on the show. If you wouldn’t mind quickly introducing yourselves and what you do at your company, then we'll jump in. 

Pelle Hallert
Good to meet you, Frank; thanks for having us. I work in Sweden at a company called Cortopia Studios. We make virtual reality games and created an Alice in Wonderland fantasy called Escaping Wonderland. I have a background in films. I started out as a director of photography and directed a lot of commercials. Then, I moved over to computer games in 2016. I started making cinematics at Dice. I made all the cinematics for Battlefield. So I started doing that, and then I transitioned into producing and got into VR. 

When I started at Cortopia, they had a former Alice game called Down the Rabbit Hole, which they created in this beautiful VR diorama setting with all of Wonderland coming to life. It was absolutely stunning. I was part of creating the sequel, Escaping Wonderland, together with Morton here, who is the lead writer. It was really one of those joyful experiences of taking our version of the IP and seeing how we could explore that further and have our own interpretation and meaning.

Still image of the White Rabbit underneath a giant clock with playing card symbols from the 2020 Cortopia Studios video game "Down the Rabbit Hole".

FB
I'm excited to drill down on the way you approach that. Mårten, how did you get your start? You started a poetry society, right?

Mårten Gisby
It was a long time ago. That was during my hipster days when I was living off noodles and falafels and just doing whatever I could. But yeah, I did start a poetry collective once, and I use it in my bio, I think, to sound cultured and pretentious, as Pelle would say. But I mostly worked in film, actually, for many years. I wrote a couple of books, and then two years ago, I got roped into Cortopia by Pelle to work on Escaping Wonderland. They had the foundation set, and I had the joy and privilege of writing scripts and directing the performers. This was one of the best projects I've ever worked on, so I'm really happy to be here to talk about it.

FB
Thanks, guys, for joining me. It sounds like we have very similar backgrounds. I was a film producer, started writing novels, and was interested in gameplay. I'm interested in all creativity, but particularly with this one IP, Alice in Wonderland, in which you guys are doing games and writing in this space, and I've been writing in this space for 20 years. 

Why don't we start from the beginning? I'll tell you a quick little story about how I came to Alice. My grandmother's name was Alice, and Alice in Wonderland was my mother's favorite book. So when I was 10 years old, I was really forced to read the book. They thought I would really enjoy it, but I hated it. Years later, I got my sweet revenge by writing The Looking Glass Wars. I wrote a book that I thought my 10-year-old self would enjoy. My favorite introduction to Alice in pop culture was Jefferson Airplane’s “White Rabbit.” Of course, The Matrix was another in terms of the movie side of it. Those were my influences and early introductions.

Pelle, do you have an early introduction? Why did you choose Wonderland instead of Oz, Neverland, or any other piece of pop culture?

PH
The original choice of Alice in Wonderland was prior to my days at Cortopia, but since we started exploring it, the team fell in love with the IP very much. So when I came here and started discussing it, they were so intrigued and had such a huge knowledge of the IP. I knew some of the IP because we read the book in school when I went to an English school in Tanzania, but it didn't make an impression on me. To me, it came to life through Tim Burton. It really tried to expand on what Wonderland could be and how they could speak and whatnot. So when I came aboard the project, I basically had that vision, Tim Burton’s Wonderland, in my mind. But then you explore it, like you've done, and it's like, “Wow, what is this space?” There are all of these interpretations and we really tried to dig down into what it could mean to us. 

I think Mårten really did a wonderful job of interpreting the humor in the novel and moving that into the game, which is a huge part of the experience. But we also lean into the heavy topic of depression. We're touching on it but doing it on such a scale that you get to laugh at it without discarding the seriosity of the subject. To Mårten's credit, he did a wonderful job in the writing and brings so much to this game.

FB
The theme of mental health and madness is not heavy-handed at all. You have all the levity of the comedic elements. Mårten, when you were first introduced to the work, did you interpret it as whimsical or nightmarish? You have sort of a mix in Escaping Wonderland. The trailer has a very funny moment when the Dormouse is exercising with the little trap. So tell me a little bit about your introduction and your interpretation of Alice and how you took that into writing this game.

Still image from the 2024 Cortopia Studios video game "Escaping Wonderland" featuring the Dormouse working out on a mousetrap with Molly and the Toucan watching.

MG
We've definitely done a mix because we had the legacy of the first game that was more aimed toward family and children and had the whimsy and magic of Wonderland. We wanted to keep that with us. That’s true to Alice in Wonderland, but we wanted to add more psychedelic, surreal, and psychological elements as well as dark and nightmarish themes. What I really love, and what I tried to keep a lot of in the game, is this nonsensical wordplay that turns into world-building. There are a lot of examples in Alice in Wonderland where they play with the language and make that true in this world in a way that becomes allegorical. For example, at the beginning of the game, she literally falls down and hits rock bottom. That’s a metaphor for her psyche hitting rock bottom, and she has to work herself up from where she's fallen, using that kind of humor and allegory.

FB
You chose to create a new lead character for the game named Molly. That's funny because I have a character, Hatter Madigan, whose daughter is named Molly. How did you approach her character, and what is her evolution of her psychologically? What space is she in before she hits rock bottom? Is there a story behind her mental state before the game? Because in Alice in Wonderland, self-identity is a big question. Which is a question for all of us through different stages - “Who am I?” Is that part of the journey for her, or was that explored in the first game?

MG
It’s one of the first questions she asks in this game. There is this gameplay mechanic where the player gets three choices in both games and in the first game, you get to choose the character's name. You can choose Alice, but you can also choose other names for the main characters. In this game, the idea I think Pele pitched to me was that we want our Wonderland to be a dream world where lots of people can end up. It's a collective dream many people might be dropping into while they sleep, whether they remember or not. It could be they're in a coma because of a car accident, or they're in a catatonic, depressed state, or it could be that it's just a story a grandfather is telling the granddaughter. 

We wanted to have the second game be a completely new character in the same world with the same secondary characters, but everything gets reinterpreted. In the first one, everything is reinterpreted from a story the grandfather is telling the granddaughter. In this game, someone is telling her story, and eventually, we find out that she is lying unconscious in a catatonic, depressed state. One of the big challenges was how to work with that without it getting too grim because we can't show the world outside. We can only give hints about it through the little easter eggs you find throughout the story. So we let the player interpret a lot of what the truth is outside, and we give little hints. You can create your own story about what Molly has been going through in the real world that caused her to fall down here and what it is that she has to rebuild her mental health and psychology in order to wake up and go back to her family. 

FB
How do you guys manage the intersection of story versus puzzle solving and exploration in terms of volume? Why don't you describe what you do in the game? We have the story. There are puzzles. You explore the world, but what are the obstacles you're up against, and how do you manage those aspects when you're putting the game together? 

PH
It’s a good question. We had this discussion where we said, “Okay, what type of game are we creating here?” We started off saying it was a puzzle, but then we started to look at what kind of game we wanted to create and what the first game was about. Then, we started to identify that the game was more of a narrative experience. By doing that, we labeled it as a narrative puzzle, which meant basically that the puzzles can't be that tough. They can be challenging but not too tough. The story is the main engine for our experience in the world. Like Mårten said, landing at rock bottom, you should have no idea who this person is. You should have the same knowledge as your character and rediscover her through herself. 

So we looked at the puzzle mechanics and tried to align those with the story. Is there something we can interpret? What can we potentially do in this biome that sheds light on the narrative beats we want to fulfill? That was probably the biggest challenge, to align those two parts. When you do a game, you have all of these puzzle mechanics you want to do, but when the narrative came into play, we saw that some of these puzzle mechanics weren't really making sense. We had to rediscover, so there was a lot of back and forth with Mårten in the writing. How can we convey this to the player better? 

What are the features we want to tell the player about regarding mental health, as Mårten was talking about? We put a lot of research into the game. First of all, drawing on our own experiences in mental health. We had a lot of tragedies within the team that we could talk about, and we took that and then worked with psychiatrists and psychologists to see if we were on the right path. Then, we realized some puzzles weren't making sense, and we had to redo them. Sometimes, the narrative had to be redone in order to fit the cohesive experience. If we had a very strong mechanic in a room, for example, then we potentially needed to tweak the narrative to fit that.

Still image from the 2024 Cortopia Studios video game "Escaping Wonderland" featuring the White Rabbit and a Card Soldier near a construction site.

FB
Mårten, did you lean into the Mad Hatter to show this mental health aspect, or are all the characters part and parcel of the mental health theme? Obviously, with the Queen, you know how extreme she is with the whole “Off with your head!” stuff. But Hatter seems to also be a character you could utilize. So tell me about the characters from Wonderland, the ones you leaned into, and then the secondary characters you focused on. 

MG
To describe the game for the listener, you're standing in this void, and you have the entire game as a 2D platform spiraling around you. So you lead Molly upwards through the game, and you turn because it's VR, right? So you turn and you see her. And when you've gotten a bit far up, you can look down, and you see all the levels you've climbed up through. So it's basically like you're in the rabbit hole, looking at the whole rabbit hole. As you go through the different levels, you meet a lot of the characters from Alice in Wonderland, like the Cheshire Cats, for example. We interpret all the characters to make them fit the narrative, and some of them have their counterparts in Molly's life in different ways, and they symbolize different things.

FB
So, it was the same way The Wizard of Oz did a little bit. Can you give a few examples of the different characters and how you've reinterpreted them? For instance, you mentioned the Cheshire Cat. How is the Cheshire Cat different in your game and your world?

MG
The Cheshire Cat is actually one of the ones that are quite similar to the original. Molly comes to this place we named the Critter Glade, like the White Rabbit, and everyone used to live there, but the Cheshire Cat has chased everyone away because he wants to be alone. So he renamed it Bitter Glade. It's all cold and snowy and very beautiful and magical, but you can feel the isolation of this place. He just wants to be mean, so he belittles Molly. She gets angry and says, “Oh, shut up, you dumb cat!” Then she shrinks in size because she's literally being belittled. The Cheshire Cat says, “I'm sorry. I didn't mean to belittle you.” Then he pops away, and he keeps showing up and saying mean things, and Molly gets angrier and angrier. The lesson she has to learn is that she can't push people away like the cat has done. So that's what we did with the Cheshire Cat. 

Then the Caterpillar shows up, and he's in this big, dark cave where he's sitting on some mushrooms and smoking his hookah pipe. We've rebuilt him very much as a mentor and a guide for Molly. He's quite funny. He hints at what he's smoking in this pipe. Children won't understand, but the moms and dads can laugh at it. 

The Caterpillar is basically guiding Molly to conquer her different fears in this dark cave, and later, the player can find a cassette tape that you collect through these different levels. When you listen to the cassette tapes, you hear little splices from the outside world, and one of those snippets, for example, is Molly talking with her therapist. Then, suddenly, you get it. “Oh, shit, this is real.” This isn't a dream. This is something from the real world that you get to listen to. And the therapist sounds quite a bit like the caterpillar. So you can understand that maybe the Caterpillar is a dream version of her therapist who is trying to help her through this.

FB
That's quite clever. I like that a lot. 

MG
The Mad Hatter is not a big character, but he shows up towards the end and is quite mean. He makes a lot of jokes that she has created this whole world just to try to get through her trauma, and he makes fun of that. So we've made him into quite a vicious, self-deprecating voice in her head that is telling her basically, “You're mad. You're as mad as a hatter.” She says, “Are you completely mad?” And he replies, “Well, isn't that the pot calling the kettle whack?” Then he starts laughing like a maniac. So we try to have fun with him, for sure, but he's quite a mean character.

PH
We also introduced the player to face cards as they play along. That way, we can showcase what the Cheshire Cat, for example, was like in the real world. During the writing, we talked about what he could represent in the real world. For example, he was a bully from school and can potentially evoke those emotions in Molly at a certain stage in herself. So we had this hidden narrative all around. We thought about how we could translate all of the characters in our Wonderland into real characters and in what way we should convey that to the players visually. We do that through these trading cards. So there is quite a back story. The more cards you get, get more of a holistic view of what actually has happened to Molly and who she is. 

Still image from the 2024 Cortopia Studios video game "Escaping Wonderland" featuring Molly standing next to a porch with an open doorway.

FB
So you can find these cards, do a deeper dive into the backstory, and put those cards together in like a little bit of a deck. That's very clever as well. 

Tell me about Down the Rabbit Hole and the demographic that you found really enjoyed the game. Now with Escaping Wonderland, which is a little bit darker, though it still seems like a family game. You mentioned the comedic elements, like with Pixar, where there are two levels. There's the adult level and the kids level. What have you found? Who's coming to this game? Who's playing this game? Who are you after?

PH
It's quite fun because, in VR, it's predominantly male. I would say the majority of players are 30-plus males. However, that did not translate to our games. Down the Rabbit Hole, the first game had almost 50% plus female players, which was very interesting, and this is the group we tried to tailor to. That was obviously pretty hard since there are so many males in this industry, and as a studio, we have a lot of guys in the team. But we really tried to diversify our team and hire women. We brought in a lot of female focus groups to dig into it. 

But I think the main focus of our game was not to make it dark. We always had the discussion, “What should the feeling be when you play?” It's very tough in VR because you have these short spans in which you play. You have these core sessions that are about 20 to 30 minutes. Then you want to leave the headset. So if you are too rough on the edges, if you are giving the player too tough of a time, they will have a hard time returning. So that was quite a challenge. From the baseline, when you start off, it's pretty whimsical down there in Wonderland. We sprinkle the narrative throughout, but in the beginning, you don't really see it come through. It comes to life the more you play, and that’s really when it grabs you. But we really try to address the female player. That's why we have a female protagonist. We have situations in the game that are tailored toward the female audience. 

But our publisher, the head of publishing, is female, and she was obviously scared of us as a male studio. Which was very understandable, right? Can we really do this? Can we pull it off? But Mårten has written two or three books with a female protagonist, so he has experience in the matter. Then, for us, it was the story. A good story is a good story, and it's relatable to any type of person. But we really wanted to have the female players because when you get them, they’re such a devoted fan base. So the more we try to lean into that, the better it is.

FB
What's the difference between extended reality, virtual reality, augmented reality, and mixed reality? Because those are all game descriptions in the bio. Can you give us a quick tutorial? 

PH
Augmented reality and mixed reality are very similar. You see the world you're in, like Pokemon Go, for example. You see the world through your camera, but there are graphic elements in it. You can project stuff on surfaces and walls or whatnot. It’s a mix. We were thinking if it was possible to put this game in mixed reality because Meta is always asking for those kinds of game experiences. But we really wanted to immerse the player in VR so they’d put on the headset and embrace this lovely world of Wonderland. But that's the baseline. Mixed reality and augmented reality are a mix of reality and fictional elements.

Still image from the 2024 Cortopia Studios video game "Escaping Wonderland" featuring the Caterpillar in a field of mushrooms.

FB
How is Meta to work with?

PH
Meta been supporting us all the way. They always had our backs. They're a good partner, and their feedback has been valid throughout. 

FB
Mårten, why do you think Wonderland still resonates? Why are we still using Wonderland as a jumping-off spot in 2025, almost 160 years after it was introduced? What do you think is the fascination? Can you pinpoint for yourself what resonates with this story? The original story, Alice’s Adventures in Wonderland, is very episodic. Alice has agency, but not the kind of agency we’re used to in stories with the reluctant hero, the Chosen One. In Alice, it's arbitrary, and the chapters could be switched around, so it wouldn't matter. But yet, we keep coming back to it. But do you have a theory on that?

MG
I think you were onto it before when you were talking about the whimsical versus the nightmarish. There is something really original with this world, where you mix the real and the dream. If you think about David Lynch, he’s one of the people who has captured dreams on film in a way that feels like a dream because it doesn't make sense. I think Alice’s Adventures in Wonderland and Through the Looking-Glass are for books in a way. They capture what it feels like to be in a dream, nothing makes sense. Everything's a little bit goofy and whimsical, but in a way that makes you think, “Is this creepy? I'm not sure. Is it just magical and wonderful, or is there something sinister under the surface?” That's my interpretation of it, at least. I think it’s this mix of whimsy and psychology. Everything feels like a very fundamental allegory for the human psyche and human dream state. In the Tim Burton films, they try to make her the Chosen One. They try to make it more like a high fantasy story, but I feel like that's not what draws you to it. You don't want Alice in Wonderland to be Narnia or to be The Lord of the Rings. It's its own thing. 

FB
Speak for yourself, my friend. You haven't read The Looking Glass Wars, apparently. Now, stepping into my territory, I might take issue.

MG
Sorry, sorry. Well, I think it's a different thing to try to reinterpret Alice rather than do a traditional adaptation.

FB
No, my point is there are so many ways to interpret Alice, but fundamentally, everybody is going to have their own ideas. Wonderland is a place to escape reality, where reality, fantasy, and fiction are all mixed up. If you look at politics in America, you'll see that facts are no longer facts. So, Alice in Wonderland was often referenced when talking in a political context. In gaming, I came across another game called Across the Wonderlands, which is a survival game. So you can take Wonderland and use that idea in any number of ways. 

I was on the U.S. Ski Team for a number of years, and “Winter Wonderland” was thrown around all the time. So Wonderland was a magical, whimsical, beautiful place for us to go to. And “down the rabbit hole,” whether it's used in reference to the internet or politics, whatever “down the rabbit hole” is, gets used every single day. I'm sure you noticed that when you started writing in this space, you can't escape it. It's everywhere. 

Has that been helpful in terms of having an IP to base the game on in terms of getting attention or in terms of Meta feeling like, “Oh, you have an IP already?” Look at what happened with Wicked, the musical based on The Wizard of Oz. We're doing the same thing with Alice in Wonderland in the game space. Has the connection to Wonderland helped?

PH
Absolutely. It's a strong IP, and everybody knows about it. Everyone has their own impression of what Wonderland could be. Alice in Wonderland has massive appeal, and it helped greatly. 

FB
In which countries have you had the most success? I bring this up because Japan has the most editions of Alice in Wonderland of any country in the world. So, I'm wondering if you have a sweet spot in terms of countries around the world.

Illustration from the 2007 Japanese visual novel "Alice in the Country of Hearts".

PH
The U.S. is our main target. But I think it's also due to the platform. There are so many people who own a headset in the U.S., so I think that's why we haven't sort of dug any deeper when it comes to breaking out per user.

FB
In terms of quantifying success, how does one do that with VR headsets? Is it based on how many people play or how long they play? How does one know if they're on the right track and if it’s making financial sense?

PH
First of all, you see the amount of copies sold. Then there is the rating on the store, so you can see what kind of rating the game is getting. Escaping Wonderland is getting super, super awesome ratings. I think it's on a 4.8 out of 5. It’s really up there among the top sellers on the Meta store. The reviews have been through the roof, so it's absolutely perfect. We couldn't ask for more. However, the first game had a bit of a slow burn. Normally, in games, you used to see this; it’s sort of changing now, but you would have huge sales the first week or first days, but then it drops quite rapidly. 

VR is somewhat different, especially in this game. So it's on a slow burn, but it's steadily growing, so people are discovering it. We get a lot of attention through podcasts like yours, Frank, and our voice cast. They are very well-known actors, and they committed so much to the story since the topic really spoke to them, as well as the mental health aspects. So they've been helping us promote the game a lot, just because they saw it and they loved it to that extent. 

Plus, we are getting feedback from users, not just about the game and how it’s a fun experience but also about how it actually helped them in their real lives. Mårten and I were discussing a video the other day of a person who released this video himself, saying the game changed his perspective on life and really took to him. It was one of those emotional moments that you wouldn't wish for, but when you see it, it's really rewarding. It's really, really not just down to the sales at the end of the day. It's really down to emotions. If we can awaken those emotions, then we know we're on a good track and that the game will probably sell over time since it's a great experience.

FB
I think what you're talking about is really, really important. As a creator, you’re not creating for the sales, you're creating to share something. I don't need to dig into what tragedies your team has had, but the fact that it’s fused with what you're doing, people feel that. When you have a response like you just described, people are reading between the lines and picking up on the feelings. 

When that transfer of energy and creativity gets bounced back to you, it's a really profound, emotional moment where you think, “Okay, I've connected. What was in my mind has now gone out in this collective world and is coming back in terms of this feedback, and that feedback loop is why I do what I do.” Yes, it's great if you sell a lot of copies, but you are sharing something about yourself that's specific, and doing that is where the real work is, where the real joy is, and where the real satisfaction is. So I think that it's pretty profound that you're having that experience with your game, and kudos to you for sharing and for having that success. That's what artistry is really about, right?

PH
I agree one hundred percent. But fingers crossed, sales will pick up.

But I think you're a hundred percent right when it comes to ingenuity and the take on the subject. But we're here fronting a team. Mårten obviously did a lot of the writing and did a nice job there, but there are so many stories being told through the art, the music, the puzzles, and then by everybody in the team. There's so much love in the space. It was really this passion project that you dream about being part of, where everybody has this holistic view of where we want to go with the project and the story we want to tell. So we're just two guys fronting what a team behind us has really been pulling through. 

Still image from the 2024 Cortopia Studios video game "Escaping Wonderland" featuring Molly standing in front of the Queen of Hearts on her throne surrounded by pink and purple balloons.

FB
Games are a collective and it's a big team effort. Speaking of the art, how did you land on the art style? You wanted to stay close to the original game, but then you expanded. In Escaping Wonderland game, there's what looks like an engineering room, and you have the big clock. The Caterpillar design is really interesting and fresh, but the Cheshire Cat is a sort of familiar color palette. Was there an art director? How did you guys land on the art style? 

PH
Obviously, the art style had a legacy from the first game, Down the Rabbit Hole, and it was really fun because sometimes art-by-accident happens, right? When they started to create the first game, they had a bunch of 2D artists in the studio. They did not have 3D artists. So what that meant was figuring out how to facilitate those guys within the game creation. So they hand-painted each of these environments. That's why it very much looks like a theater set with props. It's very layered. There are not that many assets in it. There are some assets, here and there, that you can interact with, but it's mainly built as a stage with this very unique art style that is very appealing. 

So, going from Down the Rabbit Hole to Escaping Wonderland, we wanted to keep that style. But then, like you said, “Okay, how do we expand on that? How do we expand on the characters and environments?” One thing that came into play, which we talked a lot about with the art team, was that when it came to environmental storytelling, we were always asking, Who has been living here? What does this room represent? What do we want the stories to say? How do we translate the story? If this is going to be an estate, what would happen? We have mice living here. How do the mice go about their everyday life? How can we translate that to the art on the wall? How can we spark some of that humor throughout the environment and, by doing that, still keep the whimsical stuff? That was also a big part of the storytelling when it comes to every artist having each room, how should we approach it? What is the status of the player coming into this? This is our low point. So it needs to be pretty dark. What do we showcase here? What kind of symbols could we potentially add here that add to that?

FB
It certainly sounds like your background in movies and television would come in very handy when you're taking the environment and turning it into a character. It has to be a character because you're going to be hanging out there. You're going to be peeking around all the corners, so you're going to really have to think deeply and provocatively about how these environments are affecting the players. 

Now that you've created Wonderland, do you have any aspirations to go to Neverland or Oz? Or, Mårten, the name of your book series is Alba and the Land Beyond. Is there any reason we can't go to Alba and the Land Beyond?

MG
Every time we have an afterwork, I try to “inception” Pele so that they could make games out of my books.

FB
So what's the holdup?

PH
Nothing. He nagged me down, but my defenses are awesome.

FB
Let's make a deal right here. Let me try and broker a deal.

PH
It's a beautiful book. It's absolutely fabulous. But to your point, this is something that we have talked about. We have this very beautiful diorama mechanic, which is very intriguing. What other IPs could we pinch this on? And what other IPs could we explore in this same setting? There are really no limits to it like you said. We could go anywhere with this, but obviously, we're not that rich of a company, so it still has to be in the public domain. But it's still a possibility, and we're really looking into it. We just hope, like you were talking about, that as long as the game's doing well enough, then it makes sense for another one.

FB
So Escaping Wonderland has been released.

PH
Yes. It's out on the Meta store, and it has gotten a lot of use. We'd be happy to send you a copy, Frank, so you can try it out. Since you're so invested in the IP, we would just be thrilled to have you looking into it.

FB
That’d be great. And folks interested in seeing the trailer can go to your website or Google it. And if they're interested in the game, they go to Meta. 

PH
Meta store for buying the game. If you have a headset, it's very accessible. If you want to know what it's all about, Google “Escaping Wonderland VR,” then it will pop up, and you can see some videos. There are also a couple of playthrough videos, so you can see other people playing and see how much they are enjoying it.

MG
Check out some reviews if you don't trust me and Pelle. It's gotten quite amazing reviews, fours and fives everywhere. And we got an award a few weeks ago.

PH
Yeah, for best storytelling in games. We aspire to be nominated for multiple awards.

FB
Well, before we leave, if you were a character from Wonderland, who would you be, and why? 

MG
You know, when you come to a certain age, you always land on the Caterpillar, right?

FB
Yes, as you get older, you lose more hair.

MG
Also, your main character days are over.

PH
I still feel like Alice. 

FB
You're still on an adventure.

PH
No, I feel like I snap between the White Rabbit and Dormouse like I'm just stressing around, and then I'm just lazing on the couch, sleeping, 

FB
Speaking of the Dormouse, just tell me the inspiration for the trap as an exercise device.

MG
I don't remember who came up with that. One of the puzzles is about finding four little mouse kids because their mother has yelled at them and they’ve run away, so you have to bring this mouse family back together. All the kids are doing something really dangerous. So you go to the gym, and the mouse kid is working out with this mouse trap and doing some Fast and Furious references like a gym bro. Then another mouse is building a sand castle with rat poison and talking about how it's making him feel like he’s flying. We've got one sunbathing in front of an oven, and another is walking a tightrope.

FB
There's a lot of black humor, and there's a lot of whimsical humor. I know my very twisted audience and the Wonderland fanatics will be really interested in checking out your game. Thank you both for taking the time and congratulations to you both and the whole team for your trip to Wonderland and for bringing us along with you. Kudos to all of you for your creativity and sharing your world with us.

MG
Thank you so much, Frank, for having us.

PH
Thanks a lot. 


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All Things Alice: Interview with Stan Just

As an amateur scholar and die-hard enthusiast of everything to do with Alice in Wonderland, I have launched a podcast that takes on Alice’s everlasting influence on pop culture. As an author who draws on Lewis Carroll’s iconic masterpiece for my Looking Glass Wars universe, I’m well acquainted with the process of dipping into Wonderland for inspiration.

The journey has brought me into contact with a fantastic community of artists and creators from all walks of life—and this podcast will be the platform where we come together to answer the fascinating question: “What is it about Alice?”

For this episode, it was my great pleasure to have video game developer Stan Just join me as my guest! Read on to explore our conversation and check out the whole series on your favorite podcasting platform to listen to the full interview.


Frank Beddor 
Welcome to the podcast Stan Just. Thanks for being on the podcast. It’s always exciting to talk to another creative person who has been inspired by Alice in Wonderland. But I'm particularly interested in games because when I first started writing my books and I went to comic book conventions, people would always say, “We've read all of your books, but what are you going to do?” So I had the idea of doing a game, but, this was so long ago, it was in Flash. A lot of people came to it but I didn't know I could monetize it with microtransactions or anything. So it cost me a fortune. People were really happy but I didn't make any money. Then Flash disappeared two years later and all that work went for naught. Since then I've had a keen financial eye watching how people put games together and monetize them. 

Stan Just
I've had a similar experience with my first game that went out last year. We spent a lot of money and effort on it but, all in all, it didn't pay it out. Not many people bought it.

FB
I hear it's pretty tough. I also had an agent for a while who worked exclusively in games. This was probably 15 years ago. My book was first published eighteen years ago and we went to all of the Activisions of the world. I would get in the room and I would pitch a vision of what I thought the world could be in the game. In the room, people seemed really engaged but at the end of the day, if there wasn't a movie first, they weren't interested. They would say, “Come back to us as soon as you have a deal with Warner Bros. I thought, “Well, once I have a Warner Bros. movie, what do I need you for?” Warner Bros. Games would have probably wanted to buy it. It’s hard to be independent out there.

SJ
Absolutely. It's very difficult to be publishing games right now.

FB
Let’s talk about your game though. I'm gonna get into your history. I want to hear about your work on The Witcher games. I’m a big fan of the TV show. 

You're the CEO of your company. It's called Covenant.dev. Tell us about the inspiration behind your upcoming game To the Star

Cover image for the upcoming Covenant.dev video game "To the Star," featuring a blue and purple fantasy landscape and a male character dressed in fantasy costume.

SJ
It's a survival adventure game that is aimed to support cooperative gameplay for up to four players. It’s a game in which players explore a whimsical fantasy realm inspired by Alice in Wonderland and The Little Prince, craft bizarre objects in their private dimension, and fight incredible creatures on their way to the star. The initial inspiration and the initial idea kind of came out of the blue. I was thinking about a game that would have a relatively simple main objective. This main objective was the spark. It’s inspired by the notion of a star falling on your planet and you want to get to it and uncover the story behind it. So that was the initial idea. 

It evolved after a few months. We were exploring what the star will be. What kind of environment or what kind of a planet did it hit? Is it Earth? Maybe it could be something different? That led me to be inspired by this literature and led me to answer the question of what the star is. We decided to go more fantasy. It won't be a comet or asteroid or something like that. It will be more whimsical, more fantastical. There’s a character on the star and that character has a story. I don't want to spoil too much but he comes from a different planet and he crash lands on our planet. Again, our planet is not normal. It's more whimsical because whimsicality is something cool and intriguing. It gives us the opportunity, as the creators, to do something new, to do something crazy, to do something surreal. It’s easier to surprise the player. If the game was set on Earth, it would be more grounded and more boring in the sense that people would have seen it all before. There's not much room for surprise. So it was, let's take the story of The Little Prince for the character on that piece of a planet that fell on our planet. He traveled some ways across the galaxy. He has a story of his own. 

FB
Let me ask you about combining genres. You have a fantasy, you have sci-fi, and you have Earth which is very grounded. So when you start to put those pieces together, how do you find a tone that feels consistent in terms of the gameplay and storytelling? Because, from my creative process and experience blending different genres, if it feels fresh and grounded enough that it's not just random, then you feel like you've come up with something new that people can relate to. But if you combine too many things, they bump up against each other and then it doesn't feel like a new form. 

SJ
I absolutely agree. If you mix too many things, it just becomes an unattractive blend. You need to be very careful about the believability of the world and the believability of your creation. For example, the sci-fi aspect is very, very limited. When you say “sci-fi”, many people think of technology and spaceships and lasers. We don't have any of that. For example, the vehicle the character is on when he crashes on your planet is not a spaceship. It's just a fragment of earth. There's no technology there. The player doesn't have the feeling of, “This is a sci-fi technology kind of thing. It’s rather a fairy tale, whimsical thing.” 

That’s the most fun part, creating a believable world that is different, and whimsical, so the player can believe in this fantasy and be immersed in the atmosphere. Even though there are crazy things happening, it is all within the constraints of your creation. For example, we've got a character who’s a honey bee that is in the form of a jar with wings. But this creature doesn't, for example, relocate within light speed, it doesn't suddenly grow a shotgun and shoot you. It wouldn't fit the story setting. He needs to fly. He’s a jar filled with honey, so he needs to be heavy in the animation. The movement needs to be believable even though it's a jar of honey with wings. 

FB
There's a logic to the weight and so you feel it's not a speedy thing. It has its limitations. You bring up whimsical aspects a lot. Alice in Wonderland, to some people's minds, is really a whimsical story because there are a lot of absurd things that happen. But, at the same time, there are a lot of people who interpret Alice in Wonderland as very dark and nightmarish because you're out of control, you're shrinking and you're growing. It depends on your point of view. 

Do you see Alice in Wonderland as a fantasy? Do you see dark elements? Which elements did you blend in? What was inspirational for the game?

SJ
That's a very interesting question. We use some scarier elements to a degree because we are still targeting a relatively young audience (10+) so we do not want to use very significant fear themes. That said, even if I watch animation or Disney movies with my five-year-old, there are some fearful themes. They're oftentimes very useful in storytelling in order to show there is a threat or a challenge that the protagonist needs to overcome. This is useful in games as well, which rely pretty heavily on the notion of challenge. The challenge doesn't need to always be scary. But if the challenge isn’t scary from time to time, if it’s funny, it’d be rather irritating. If something is rather scary, you're feeling motivated to overcome it. 

My point is that it will be used from time to time but it is not something you will see often in our game. It’s rather very visually appealing, even during the night. The biomes in the game, during the day, look like a fantasy world, dreamlike. But at night, they look similar to the Avatar movies, which is also attractive. So people don't need to be afraid of the dark, right? We do not play on this theme anymore because we've played on this very often in our previous game. Now we're not using it.

Screenshot from the upcoming Covenant.dev video game "To the Star," featuring a male character standing in front of a lake in a nighttime fantasy forest.

FB
Can you share anything specific from Alice in Wonderland? Or is it more the idea of somebody coming in on a star and coming into a new world like Alice falling into the rabbit hole and encountering these quirky characters and the conflict she feels as she's navigating this world? For instance, is there a Jabberwock?

SJ
Not yet not in the current design but we are using bits and pieces. We are using references to either Alice or The Little Prince whenever we feel we'd have a good idea of how to use it. For example, in terms of enemy design, that's definitely a direction we will be going in. But not necessarily in the format that you might expect. The rabbit was a very important character, obviously, in Alice but it was a positive one. We are using the rabbit in the form of an enemy, a very important enemy. I won't spoil much, but it's in the form of an iron Golem. It manipulates time and it has watches incorporated in its body. So we’re playing on this notion of a rabbit with clocks but it’s a scary one and he's actually a robot with a clock. We want to be creative about it, we don't want to just copy-paste things. 

FB
I love that idea because it incorporates elements from Alice in Wonderland but, as we just talked about, it has a sci-fi feel because it's a robot. It serves both purposes, it gives you the whimsy of Alice that people will identify with and think is cool but it's got the sci-fi bent. You're talking about the development of To the Star, where are you in the process and where are you trying to get to?

SJ
You can break the development of a contemporary video game into a concept phase where you do all the thinking and writing, and then prototyping, then you usually go for something called a vertical slice which is a representative fragment of the game. So concept, prototype, a very rough element of the game, then the demo. Then you go into full production. All the enemies, all the story, all the environments, and at the very end, you're debugging. You're erasing any mistakes that you made along the way. Currently, we are after the prototype but before the production so we are trying to do this demo that will showcase the idea that we've got and hopefully get some interest from potential investors in order to fund the project.

FB
So, the demo is to show off the design and the gameplay. When you say investors, are you talking about going to publishers? Or are you looking for hard money, then move it along and take it to publishers afterward? Or are you going to be the developer and the publisher and have it on Steam or Twitch or something like that?

SJ
We are considering both options. We are a stock option company and we are considering issuing shares or getting a publisher and proceeding down that path. 

FB
As a CEO raising money and doing a stock option, that's its own beast.

SJ
I have been there already. Our previous game was financed through both options. We started with issuing shares and then signed with a publisher.

FB
What was your previous game?

SJ
So the previous game was called Gord. A gord is a Slavic fortification from ancient times. It’s a strategy game, a very dark game based on Slavic mythology that we adapted to our needs. We actually wrote the whole mythology around the game. This is posted on YouTube, the player has an option to actually read through our version of Slavic mythology before playing through our story. 

A screenshot from the dark fantasy strategy video game "Gord" featuring two characters battling a giant spider in a spooky forest with a large dinosaur skull.

FB
Wow, that's amazing. Did you grow up writing? There’s so much creativity and writing needed when developing games, especially when you're building worlds. Was that something you did a lot when you were a kid and into your adulthood? 

SJ
No, unfortunately, not. I was always somebody who had a talent for organizing stuff. That's why I became a producer and that's how I started my career. But when I became an independent developer, owning a small studio, I needed to wear a lot of hats. I needed to learn a lot of things. I really enjoyed both writing and directing so that was something I was really keen on doing. We even received a nomination a few days ago for a Digital Dragon Award for the Best Polish Narrative for Gord. That's quite an accomplishment for us.

FB
Congratulations. Since you're playing in the Alice space, why do you think Alice continues to be a muse for so many creative people, whether it's musicians, movies, or games?  In your culture, Alice is big like it is in all cultures. Why do you think it translates?

SJ
It’s appealing to me because it really opens up your imagination. There aren't that many creations of literature that you actually know. Works that have so much imagination and, at the same time, are not totally crazy surrealistic things that don't make any sense. It's still believable and very appealing in that manner. But from a utilitarian standpoint, as I have to emphasize as a game creator, it is very practical to have such a setting because then you can allow yourself to do a lot of strange things and still have it fit in the setting you've chosen. Because not all the settings are like that. If you go with a realistic setting, you cannot teleport people or do anything magical. You are constrained within your setting. So the more open-ended setting you choose the more weird mechanics you can throw at the player and surprise them. So that's very valuable. 

FB
What about the value of Alice in Wonderland being recognizable, or the value of The Little Prince being recognizable so that the player is grounded at the beginning of the game? You have Wonderland as a brand, as an IP, that's helping position your game.

SJ
Absolutely. That's a good point on its own because when I'm saying I've got a game that’s inspired by this piece, then immediately people who know and like the inspiration can relate to the game. They already know how I'm positioning the product. So that's very valuable. Because if I would say I'm doing a fantasy game, we wouldn't be talking. 

Screenshot from the upcoming Covenant.dev video game "To the Star," featuring a fantasy plain environment with a cartoon skull with two glowing eyes and giant chess pieces in the background.

FB
Exactly. That's true.

SJ
That’s very valuable. I've learned that when talking with investors but also publishers like you, you need to have a short sentence where you explain what your product is an interpretation of Alice in Wonderland by Tim Burton, especially the movie. You immediately know it’s these mechanics with this setting.

FB
They understand what it is. You're taking a brand and you're redefining it for your own storytelling. Hundreds and thousands of people have done it and it's really going to come down to the execution. If you execute right and you get that tone and you get that playability, then the investors can see there's a way of selling it. It works in all businesses. As you said, Alice in Wonderland is a universal story and a universal world. It’s been around for so long that we almost forget how often it interplays with our day-to-day life, so why not put it into gameplay? 

Why did you choose a survival adventure game for To the Star

SJ
Gord was a strategy adventure game, as I called it, so strategy adventure and now survival adventure. The main genre would be adventure. Doing adventure games is something that is very close to my heart. I think this notion of traveling, going on a journey, is very attractive and I had an idea of how to execute it. Why survival? Survival video games are not necessarily defined by the fact that somebody is struggling to survive.

It’s not the only element of the definition. It gets tricky when you’re talking about game genres. For example, if you ask somebody from the games industry what the definition of a survival game is, they would say the survival aspect is one thing, but there is also the base-building aspect. The progression of the character or the crafting itself as a core mechanic is very important. Crafting is a part of the definition of a survival game. Those mechanics are useful in your journey in order to craft stuff, have better gear, and in our game you also grow food because Alice has magical food so we wanted to build on that. Then we figured out we've got a survival adventure game. This genre is also very popular on our target platform. So that was also an argument. 

FB
As the CEO of a company you get to work with your team on the creative aspects and then you have the business aspect. 

You mentioned when you're pitching to investors, you have to have your elevator pitch. What games do you reference when saying to investors, “It's like this game versus this game?” In movies, it's “this movie meets this movie.”  Do you have an equivalent for your game that our audience might be able to relate to?

Screenshot from the survival action-adventure video game "Grounded" featuring four shrunken characters  surrounded by giant vegetation, a soda can, and bees.

SJ
The main game we reference is called Grounded. We say it’s Grounded mixed with Tim Burton's interpretation of Alice in Wonderland because we are using a lot of swirly shapes and Burton-esque art style. We wanted to use it in a positive and optimistic version, not a dark one, not a scary one. This is also our angle because a lot of survival adventure games are scary, very grounded, and very down on Earth. We want to offer the game to the same audience but give them something more positive, something more whimsical, and something more fun, hopefully.

FB
This just popped into my mind. Do you have a boy or a girl?

SJ
I've got a boy, Gabriel.

FB
Since you've had Gabriel, how has your thinking towards games changed, if at all?

SJ
Absolutely. My thinking about indie development actually started when I was preparing to be a father. Then he was born when I was actually doing my first indie game. So my child and my company are being developed simultaneously. It definitely affects me as a creator. In my first game, Gord, we were playing with the fact that you were a steward supervising a village full of subjects. You needed to provide them with food, tuition, housing, etc. But there was also a sanity parameter. You need to take care of the psychological aspect of their health.  

As a psychologist by education, I was asking myself what would be the strongest stressor, the most emotionally heavy thing that would affect the mentality of your subject. So, immediately, the death of a child popped into my head. Being a father affected some of the decisions I made like putting children into Gord. There are also some aspects of To the Star but I cannot spoil it.

FB
I have two children, 16 and 18. I'm a little further along than you are but when I was writing my novels, the way they would see the world, the way I would tell them stories, and the way they would react to these stories really influenced my writing. That whole thing you talked about with imagination and opening up your imagination when you're a kid and having these really powerful imaginations. That became thematic in my books as a magic system. Because you start to lose that when you get older. The world wants you to fit in a box. There's no such thing as a box for kids. 

Can we chat a little bit about The Witcher? I’ve actually never played the game but I've watched the shows and it's a very deep mythology and very complex in the way they tell the stories using different timelines and then connecting them. But can you talk a little bit about your experience with the game? Then, have you watched the show? 

Still image of Henry Cavill as Geralt of Rivia holding a sword from the Netflix fantasy drama series "The Witcher".

SJ
My first question is, have you watched the Polish show from the early 2000s?

FB
I have not. How are they different?

SJ
There are a lot of similarities, especially to the first Netflix season. However, the early 2000s adaptation had a much lower budget and production capabilities. The Witcher franchise is very political, it gets very complex. There aren't as many main characters as in Game of Thrones, you've mainly Ciri and Geralt. But I would say The Witcher is on par with Game of Thrones in terms of complexity. 

When I was playing the second installment of the game, after just thirty minutes you've got the dialogue, you've got so many names of regions and characters. If you haven't followed the books you can get easily confused about what's actually happening. The people are trying to explain the political dynamics of the world and how it came to be in the current setting. That's not often seen in video games.

FB
You see that in novels because you can read it slowly and you can go back. For The Witcher game, why do you think that ended up working? It was so complex and there’s so much to carry in your mind. Or was it that, if you couldn't carry it all, the playability was still really engaging? Because that's a lot to ask of the audience or the player.

SJ
Absolutely. The games are often framed in a way that allows the player to choose what they’re interested in and what they want to ignore. There is a deeper story layer that you can get into and it will be rewarding to you but if you're not interested you can just follow the marker on your map. You keep the dialogue, skip the cutscenes, and just follow the marker, kill the guy, and get the reward. You can fine-tune the game to your needs. That helps. 

Then The Witcher games were framed in a way that they had their own Unique Selling Point (USP). The main USP of The Witcher franchise was the choices and the consequences. We tried when working on the third installment, The Witcher 3: Wild Hunt, to make a game where you felt the choice and the burden of the choice you've made along your journey. The game definitely succeeded in that, although it was very difficult to pull off because it's a complex game. It has a lot of quests and a lot of missions. It’s a very long game. Then the quest designers, who were the best in the world, actually needed to control that. So they needed to say, “All right, so if you just ignored that guy a few hours before and then you get into a romantic relationship with this person a few hours later, then it somehow intertwines into this aspect of the game. It gives you a bonus option you can pursue. That was very, very complex. I was the producer of the cinematics and the dialogues and we had around 1,500 interactions. In each interaction, there was a lot of branching off in how you could go about your dialogue. That was very laborious to pull off and still give value to a lot of those options that you chose.

Screenshot from the action role-playing video game "The Witcher 3: Wild Hunt" featuring Geralt of Rivia and Ciri sitting against a tree.

FB
How many years did it take to develop that game? I mean, I'm assuming it's built off of games one and two, The Witcher and The Witcher Two: Assassins of the Kings, but given the complexity you're talking about, it’s a long haul.

SJ
I wasn't at the very beginning of the concept phase of the game, but I think it was five years. The next title I worked on, Cyberpunk 2077, took even longer and it went even further in terms of the consequences and how you behave within the world. 

FB
Have any other games come along since The Witcher games that have anywhere close to that level of complexity? 

SJ
Yes, especially Baldur’s Gate 3, which launched last year. That’s a very complex game but they do it in a different way and it’s also fantastic. But The Witcher has its own flavor. 

FB
I assume you're not playing The Witcher with your son yet?

SJ
No, no.

FB
Does he play any games or do you allow him to play games?

SJ
I allow him to play games. He has his own phone, on which he cannot call, but he has some games there. Those are the only games I allow. They’re usually logic games, chess, and learning words. 

FB
Very, very good parenting. How about other kinds of games, like tabletop games? Are you a gaming family across genres? 

SJ
Absolutely. We try to play as much as we can. However, video games have the advantage of oftentimes being flashy and very rewarding, and also being very helpful in regards to showing you moves that are allowed and preventing you from doing something that is not allowed in the game. I'm thinking about chess, for example. On the physical chessboard, you can do some stuff that is not allowed by the game but is still fun to do. But in the video game version, you can’t. So I see many advantages of the video game, but tabletop is something that we utilize as well.

FB
I understand you lecture quite a bit about game development. How are you in front of an audience of I'm assuming students?

SJ
Right now, I feel rather good, especially if prepared. I’ve been lecturing for a few years now but at first, it was a struggle for me since I'm rather an introvert. Also doing it in English because it's not my native tongue. But right now, especially if I'm prepared and not improvising, it’s going pretty well.

FB
What you just said about improvising versus being prepared is a critical component of speaking in front of a large audience. I did a lot of school visits. If you're talking to fifth or sixth graders, they're so happy to be out of class you can just start telling them a story. It's great when you get around eighth graders where they've hit puberty and they're all trying to be cool. They're all chatting and there's a couple hundred of them. You better be on your game to get them engaged and if they're not engaged, you better be brave enough to call them out. Whenever I did school events, there were always the two kids who weren't paying attention that I focused on, not the hundred who were engaged. I would try and make a joke like, “Do you guys want to go make out somewhere?” Then the audience would laugh and they would be embarrassed and they would shut up.

SJ
I wasn't brave enough to talk in front of the younger audiences.

FB
It’s a different skill set but I enjoyed it almost more than the adult audiences because with the adult audiences, they're really engaged in the process. But when it's a young audience, especially fifth and sixth graders, they would just sit on the ground, it looked so uncomfortable, and they would just look up. You’d just have to find some way to turn their attention away from the friend next to them and then they would be like, “Whoa,” and so you tell a little story. It really showed the power of storytelling. 

The other part of it is you're teaching, so once you have them, then you can communicate the lesson, whether it’s the struggles of being a writer or being a game developer, and how that relates to life and overcoming challenges. Lots of times, the teachers wanted me to say how many times I had to rewrite my book because their students would write their work once and say, “I’m done.” And the teachers would say, “No, you have to rewrite it.” So I would show photographs of all of the notes from my editor, the things they liked, and the things they didn't like, which were in red. On the first page, there'd be a couple of items in red, and on the next page, it would be full of notes. The kids would go, “Oh, whoa,” and I'd say how I had to rewrite it ten times. The English teachers would come up to me afterward and say, “Thank you so much.” 

Screenshot from the action role-playing video game "The Witcher 3: Wild Hunt" featuring Geralt of Rivia battling a giant Fiend amongst the ruins of a castle.

SJ
The rewrite process you’re talking about is also very often used in video games. It's always very painful. One of the ways CD Projekt RED is doing what they're doing is through iterations. When they were asked in an interview how they achieved such high quality in the writing and quests, they said, “Through iterations.” Some people were working on their quests for a year or two but their work actually ended up not landing in the game. Somebody else took over, rewrote it, and then they released it. You were working on the game for some time and you’d be amazed that your work hadn’t actually made it to the final version. That's sad but this is the cost of quality. I've done many versions of a trailer for To the Star. I think we're currently on the twenty-second iteration and I'm getting a feeling from my editor that he's already tired with my notes. I think we need to be wrapping up. 

FB
Luckily, you pay him. So he has to continue until you're satisfied. Just have them read Steve Jobs’ biography and they'll probably be very happy he has you as a CEO. In the movie business, that development process can be very similar. You're developing and developing and sometimes you do over-develop and you don't even remember what the inspiring idea was in the beginning. Then it turns out to be terrible and you have to go back and bring in another team and they go back to the beginning. But, in redoing things, if there's somebody in charge, if there's the general and they're making the decision it’s okay. It's when there's a committee, that's the problem. I don't mind rewriting it over and over if my editors have good notes but at the end of the day, it's my decision on what the sentence is, what the paragraph is, what the chapter is, and what the book is. I imagine you're the one who says, “Okay, this is good enough or this is perfect. Let’s put it out there.”

SJ
That’s how we structure our work at my company. I am a big fan of participatory management styles that invite anybody to participate in the process regardless of your position in the company. Whether you just joined and began or you have been a director at some posh company, that doesn't matter. If you have good ideas, then just bring them up. Hopefully, I will see that and use that in the development process. But also, I do agree with you that there needs to be a person who actually keeps it all together, a vision holder.

FB
I really appreciate chatting with you today. I wish you luck in finishing To the Star, your Alice in Wonderland, and The Little Prince video game.

SJ
Awesome, thanks for having me today.

FB
It was really fun. Thank you, take care.

SJ
Bye bye.


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Through The Looking Glass of Wonderland Video Games

As the Royal Scholar of Wonderland, I, Bibwit Harte am tasked with peering through the Pool of Tears to see the myriad of creations inspired by Wonderland. From Lewis Carroll's fanciful novels, Alice's Adventures in Wonderland and Through the Looking Glass first published in 1865, to the 1951 animated movie Alice in Wonderland from Disney to the very accurate 2006 New York Times best-selling series The Looking Glass Wars with Princess Alyss by Frank Beddor. Today I am investigating a most curious form of entertainment… the “video game.”

“Video” from the root “vide” of the Latin “video,” meaning “I see.” What one sees when one plays a video game is a box filled with a sort of Power of Imagination that creates an illusionary world. This world can only be viewed through a portal. Usually, a screen or glass… not unlike a Looking Glass. (Hmmm.)

With its Looking Glass-esque visuals, it is not surprising that there have been several video games inspired by the wonders of Wonderland. Here is a brief list for you to peruse…

TINY TINA'S WONDERLAND (2022) – I begin with the most recent entry on our list. Tiny Tina’s Wonderland has just arrived and is proving to be very popular. Though its connections to Princess Alyss Heart and the true Wonderland are tenuous at best, it is certainly a showcase for the Power of Imagination!

An amusing, action packed adventure that showcases magic, mayhem and even a powerful Queen. Although the Queen in question is a jeweled rainbow unicorn, I am sure Queen Genevieve (The White Queen) would approve of her regal power. 

ALICE IN WONDERLAND (2010 Disney Live Action) - Before the latest Wonderland adventure, one must peer through the Pool of Tears to the distant past of 2010 (in earth years) to see another Alyss oriented video game.

Alice in Wonderland (inspired by the Disney live action movie) allows players to guide, protect and aid Alice as she journeys through the world of Wonderland while unraveling the game's many twisted mysteries. Along the way, players call on a diverse and unique cast of characters such as the Mad Hatter (inspired by the heroic Hatter Madigan) and Cheshire Cat (inspired by the villainous Cat) who each have unique abilities to help evade traps and solve challenging puzzles.

ALICE IN THE COUNTRY OF THE HEARTS (2007) – This is a Japanese visual novel game developed by Quin Rose. The game is a re-imagining of Lewis Carroll's classic 1865 novel Alice's Adventures in Wonderland (which was, of course, a rather loose re-imagining of the actual Wonderland.) There are multiple sequel games, as well as multiple manga series, multiple anime cartoons and even some animated films. This game leans into the aspects of love and romance. A true Game of Hearts, if you will…

ALICE IN WONDERLAND (Disney Animated 2000) Another game inspired by a Disney film. This time the 1951 animated Disney film. The game begins with the player as Alice following the White Rabbit (March Hare) down its hole. The plot is used to change the level design from stage to stage and gives the player a more varied experience through gameplay. The game changes the level design based on different stages from the film and Alice changes sizes throughout the game to help her find her way through various puzzles.

Though* this game did not receive the most glowing reviews, I include it because the central figure (aside from Alice/Alyss) is the White Rabbit, a character that is apparently based on yours truly, Bibwit Harte! Dear reader, I must confess that I find this rabbit chap to be rather annoying. He shares my speed, but, alas, lacks my sophistication.

AMERICAN MCGEE'S ALICE (2000) The same year that the whimsical Disney inspired Alice in Wonderland arrived, another very different game premiered. American McGee’s Alice is a  third-person action-adventure video game developed by Rogue Entertainment under the direction of designer American McGee.

The game presents a gloomy, cruel and violent version of the World of Wonderland. The game centers on the Lewis Carroll novels' protagonist Alice, whose family is killed in a house fire years before the story of the game takes place. After several years of treatment in a psychiatric clinic, the emotionally traumatized Alice makes a mental retreat to Wonderland, which has been disfigured by her injured psyche.

ALICE: MADNESS RETURNS (2011) is the sequel America McGee’s Alice. Alice: Madness Returns follows Alice Liddell, a girl suffering from trauma caused by the death of her family in a fire. Alice was discharged from a psychiatric clinic and now lives in an orphanage for mentally traumatized orphans under the care of Dr. Angus Bumby.

To heal the trauma and learn the truth about her past, she once again falls into this dark and deadly version of Wonderland, where a new evil force has corrupted it. Such dreadful scenes are most certainly the product of Dark Imagination! Queen Redd would feel most at home in this world! 

Last, though certainly not least, I will mention the “games” connected to Wonderland through more than sheer inspiration! Countless players engaged in the Card Soldier Wars MMO, brought to Earth by Frank Beddor, never suspecting that the mighty battles waged therein were truly tied to the shifts in power back beyond the Looking Glass.

Similarly, The Looking Glass Wars TCG (set to be re-released in the near future) blends the line between physicality and photons. Hybridizing the living world and the games of our imaginations is an idea that could have no other origin than Wonderland.

This concludes our examination of 21st Century Games inspired by the wonders of Wonderland! Perhaps, if my dear readers are interested, I can examine games from the 20th Century when the artform was new and rather primitive.  For now, this is your humble author, Bibwit Harte bidding you farewell and wishing you a most wonder-filled day!