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Games

There’s a Game About All Those Jobs You Hated

American Psycho meets the mundane workforce.
Samplers from Knuckle Sandwich courtesy of Andrew Brophy

Ever worked a lousy job? Been served by someone who’d rather be anywhere else? Melbourne-based game designer Andrew Brophy has—and he’s used those memories as a foundation for his latest title Knuckle Sandwich, which is nearing completion. The RPG adventure follows a young guy in a new city who’s taken on a job that puts him at the bottom of the food chain. It might just sound familiar. The Creators Project reached out to Andrew to talk about game design and shitty jobs.

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The Creators Project: So we know Knuckle Sandwich was inspired by all the crappy jobs you’ve worked. Are there any other points of reference?

Andrew Brophy: The narrative of the game is heavily inspired by American Psycho. I read it when I was young (probably too young, to be honest) and it was the first time I ever encountered the 'unreliable narrator' literary device. Since then, I've always been interested in the technique and have wanted to apply it to something that I've made. I don't want to spoil it, but there are more layers to the story in Knuckle Sandwich than meets the eye.

You’ve created a bunch of bite-sized games in the past but this is your first full-sized game. How many people have been working on this project with you?

All of the design, programming, writing and art is being made solely by me, but I'm working with several musicians from all over the world to give the soundtrack plenty of variety.

Is the game set in Australia?

Yes, but not a specific place. The island where the game is set is influenced by the coastal towns south of Melbourne. I'm very much into the idea of making something that represents my city how I see it, not how it is often represented in other countries. I guess you could say it's an alternate reality Australia.

Does Knuckle Sandwich relate to your own experience with terrible jobs?

Absolutely. I've had a string of hospitality jobs and I have managed to meet some pretty ridiculous people. I often felt like I was stuck in a bubble, or like I wasn't really going anywhere. There isn't one particular experience that inspired the game, but how I felt while I was at work translated into what I wanted to say with the game. Having to stick to a routine, feeling as if I'd do anything to keep my job, feeling free after work are all aspects of jobs I've had that I am aiming to reproduce for people playing Knuckle Sandwich.

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Do you have any advice for people currently working a less than ideal job?

I don't know if my advice would be that helpful—I quit my last job to make this game!

Kunckle Sandwich is still in development (with a tentative release date of 2016). You can follow the game's creation here.

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