Interview with Julian Creutz on Quest Master and its Future

Key Takeaways

1. Development Journey: Julian Creutz transitioned from small indie projects to focusing on Quest Master, drawing inspiration from his love for games like The Legend of Zelda and his experience modding Minecraft.

2. Team Dynamics: The support from a talented team at Apogee allowed Julian to focus on programming and game design, enhancing the game’s quality, especially its soundtrack, which plays a crucial role in player immersion.

3. Community and Future Content: There’s a strong player demand for an overworld creator in Quest Master, which Julian underestimated. Future updates will include this feature along with a campaign and other content leading to version 1.0.

4. Advice for Indie Developers: Julian advises aspiring developers to avoid strict release dates, find a unique niche, and focus on creating games that resonate with themselves and a larger audience.

5. Vision for Quest Master: Julian aims for Quest Master to be a self-sustaining game, with robust modding capabilities and the potential to be recognized as a “Zelda Maker,” while also hoping for its release on Nintendo consoles.


Notebookcheck’s Sasha Mathews (SM) recently chatted with Julian Creutz from Quest Master about his journey in game development and the inspirations for Quest Master. This conversation also offers hints about upcoming features and modding options, plus advice for new indie developers!

Development Journey

SM: I did some digging before our chat and saw that apart from Quest Master, you have two other games on itch.io. Can you share what your development experience has been like over the years?

Julian: Yes, I do have a couple of other games on itch.io. Quest Master is actually my first big commercial project. The other games were mostly smaller projects, like one from the GBJAM I worked on in 2021. Since then, I’ve focused all my time on Quest Master because it’s pretty complex, and I’m the sole programmer. I started programming in elementary school, around fourth grade. I taught myself Scratch and then moved to Game Maker and programming languages like C and C++. I spent a long time modding Minecraft, which was my main interest. I’ve always loved [The Legend of Zelda], and you can see that influence in Quest Master, right? I created Minecraft mods inspired by Zelda, adding items and features. Even though those projects didn’t go far, they shaped my path into game development. I dreamed of making my own Zelda game. Initially, I wanted to work with Nintendo, but now I prefer to focus on my own creations. I feel more comfortable with Quest Master, where I have complete control over everything. I’m very thankful to have this opportunity, especially since I just turned 23. It feels like a privilege to work on this full-time.

Team Dynamics

SM: That’s really fascinating; I had no idea! Next, I want to know about your experience with the Apogee team while developing Quest Master. How has their support helped you create this spiritual successor?

Julian: Our artists are amazing! I was surprised by how many people are on the Quest Master team because I usually work alone. I’m used to being a solo indie developer handling programming, marketing, and art—only the music was out of my skill set. Now, with Quest Master, I can focus solely on programming and game design without worrying about art and other aspects.

SM: That’s pretty amazing!

Julian: Yeah, it is! Let me quickly list our team members [laughs]. We have Thomas, Zach, Giulianno, Presley, and Felipe—five artists! Plus, we have a fantastic music team at Apogee. I’ve always put a lot of emphasis on the soundtrack because, like Zelda, music plays a crucial role in creating appeal. Many competitors miss the mark in this area, often using royalty-free tracks or music that doesn’t fit well. Quest Master stands out because we have high-quality soundtracks that enhance the game’s quality and immersion. Although you’ll be able to add your own music through modding, I really love the base game’s music. It’s top-notch.

Community and Future Content

SM: That’s really impressive! Your passion for Zelda clearly shines through in this project. When you look at the updates, there are numerous references to The Legend of Zelda series. I got a good chuckle from Cojiro when you showcased the modding features for pets. How does it feel knowing your game is being dubbed the “Zelda Maker” that Nintendo hasn’t created? I even saw someone recreate the entire NES overworld of the original Zelda in the first month of early access!

Julian: Yeah, it was wild! I always wanted Quest Master to be that “Zelda Maker” that Nintendo hasn’t made. Our competitors just weren’t able to deliver what people wanted, and there was a clear demand for something better. I nearly released the game early because I had been working on it since January 2021. I remember seeing a Reddit post about Super Dungeon Maker and thinking, “Wow, we have competition?” It looked decent, but it ultimately didn’t meet the expectations of a “Zelda Maker.” I debated whether to release early to test the waters or wait to learn from what others were doing wrong. Delaying turned out to be a good choice because it gave us insights into what players liked and disliked.

There are still things I wish I had changed during development. One major insight from the last six months of early access is that players don’t fully see Quest Master as a “Zelda Maker” until there’s an overworld creator. I underestimated how many people wanted that feature. If I could start over, that’s the one thing I would prioritize. Many don’t recognize how much work goes into creating an overworld, which is like a dungeon but much larger. We’re working on it, and it’s confirmed in our roadmap, but it won’t be ready before version 1.0. We have a campaign in the works and another secret update coming this month, along with smaller content updates leading up to 1.0. Unfortunately, the overworld feature wasn’t feasible before the launch due to its complexity compared to the dungeon maker.

Balancing Development and Community

SM: It’s touching to see your vision come to life online! Before we wrap up, can you share any hints about the secret update?

Julian: Well, there aren’t many possibilities to reveal. There was one similar secret update previously, so that’s about all I can say. I don’t want to spoil anything. [laughs]

SM: Keeping things close to the chest! As an indie developer, how has it felt receiving fan feedback and being in a position where you can create something incredible, fulfilling your dreams and those of your fans?

Julian: It’s definitely a double-edged sword. I love that I can do this work and still enjoy it as much as I did on day one. However, being in the public eye comes with challenges I didn’t anticipate. Fans get very attached to the game and can be emotional when things don’t go as they expect. For instance, if an update is delayed, I’d get bombarded with messages on Steam and Discord asking about it. While I understand their eagerness, it can be exhausting to explain the reasons behind delays, especially as a small team. With me as the only programmer, it takes a toll on my mental health. I try to separate myself from that pressure, but it’s hard not to feel affected. That’s why I decided to remove the strict Friday update schedule to ease some of that stress. I’ll aim to still provide updates regularly, but they might not always drop on Fridays.

SM: That’s a wise choice! Mental health is crucial. Your advice for aspiring developers seems clear: don’t set strict expectations.

Julian: Exactly! Avoid promising release dates because things often don’t go as planned. It’s better to be vague than overly specific. I’m grateful for the community’s connection to the game; it’s heartwarming. I love being engaged with players, but it can also lead to spoiling too much. I receive messages that overstep boundaries, which can be odd, but I manage it for Quest Master. I’m unsure if I’ll continue this level of interaction for my next project, but we’ll see.

Advice for Indie Developers

SM: That makes sense! How would you advise indie developers to position themselves to find that big break and create opportunities?

Julian: It mostly comes down to luck, I’d say. I feel fortunate to be where I am now. One key piece of advice is finding a niche that attracts a large audience. In my case, that’s the “Zelda Maker.” Avoid oversaturated markets, which is common with platformers and shooters; those genres are tough to succeed in. A game doesn’t need to be overly complex to be successful. Often, unique art styles or cool ideas resonate better than deep mechanics that aren’t marketable. So, I recommend identifying a niche, perhaps creating a game you’d want to play yourself. The idea of a dream game is a bit far-fetched, as I’ve been working on Quest Master for almost four years now, and I don’t get to play it much anymore. I still try to play it occasionally to experience new dungeons, but it’s ironic how game developers often don’t have time to enjoy their creations.

Vision for Quest Master

SM: That’s very sound advice! What would you say your ultimate goal for this project is?

Julian: Hmm, let me think. My main goal is to make the game self-sustaining. I want modding to take the lead in keeping the game alive. Ideally, the game will generate enough new content daily to keep players engaged, potentially even surpassing the original content I create. I want Quest Master to be recognized as the “Zelda Maker,” which it already seems to be, based on what I’ve heard. I also hope to get Quest Master on a Nintendo console, likely the Switch, and I’m aiming for a release around the holidays, possibly coinciding with the Switch 2.

Navigating Game Development

SM: What advice would you give to those who feel overwhelmed by the multitude of options in game development? There are so many engines and resources, and it can be daunting.

Julian: Navigating this space is challenging, as there are countless options. I used to advocate for building custom game engines, and I still believe in that, particularly since I’m back to modding. I initially started Quest Master with a custom engine in 2021, but switched to Unity about six months in for easier porting. It’s all about efficiency and your willingness to learn. I wouldn’t be where I am without starting with custom engines, as it deepened my understanding of game mechanics and programming principles. Many developers rely on messy code rather than structured programming. Learning these fundamentals is valuable, especially when developing business applications, which differ significantly from games. If you want to pursue a career in game development, experimenting with custom engines can be beneficial. However, if you just want to dip your toes in, starting with user-friendly engines like Unity or simpler platforms like Pygame or GameMaker is wise. I still advocate for custom engines for their flexibility and learning potential, but they do come with challenges when it comes to porting.

SM: That’s interesting to hear! I recently saw someone suggest making a Game Boy emulator as a learning tool because you can code it piece by piece.

Julian: Yeah, I saw that too!

Self-Driven Gameplay

SM: When you say you want the game to be self-driven, do you mean in terms of modding potential or replayability, like Mario Maker enables?

Julian: Before I answer that, do you know Zelda Classic?

SM: That rings a bell.

Julian: I’d refer to it as the original “Zelda Maker.” It started as a recreation in the 90s and evolved into a tool for creating custom Zelda games with a more moddable structure than Quest Master. It has a dedicated community that’s been active for nearly 30 years, creating remarkable quests. Quest Master aims to fill that role but on a larger commercial scale. I want it to be more approachable because Zelda Classic can be hard to get into. The self-driven aspect is crucial for me because, honestly, I don’t want to work on this game forever. I hope to finish it in a few years. With modding, I envision a constant flow of new content and experiences. My ultimate goal is for the game to sustain itself. Unfortunately, modding won’t be available on consoles like the Nintendo Switch, but I believe the PC community might thrive with it.

SM: It’s unfortunate about the hardware limitations. So, what’s your favorite Legend of Zelda game?

Julian: Oh, that’s tough! I usually separate them into 2D and 3D because they play so differently. For 2D, I’d pick A Link Between Worlds. It holds a special place in my heart due to nostalgia and its fantastic remake of A Link to the Past. It strikes a perfect balance in difficulty and offers great replayability. For 3D, I know it’s controversial, but I’d say Skyward Sword. I loved the motion controls; they made me feel like I was really Link. The story is captivating, and the world is beautiful, though I wish it weren’t so linear. I think Zelda works best with a linear approach, while the recent trend towards non-linearity is a bit misguided, but that’s up to personal preference. Skyward Sword is definitely my favorite, with Twilight Princess close behind.

Campaign Structure

SM: That’s a rich answer! What type of campaign are you envisioning? I noticed your past projects on itch.io had roguelike elements. Will the campaign be linear, non-linear, or procedurally generated?

Julian: Great question! I was initially into procedural generation, especially with a previous project meant to be a fully procedurally generated Zelda game. While it worked okay, nothing compares to a hand-designed dungeon. For Quest Master, the campaign will be an engaging, lore-driven adventure through dungeons, mostly linear, but with some non-linear branches to break things up. It’ll be more story-focused than a typical Zelda game, with a deeper world and lore than you might expect. The campaign will showcase what you can do with Quest Master. Most of what’s in the campaign will be achievable in the dungeon maker. I aim to avoid the frustration seen in Mario Maker, where useful elements in the campaign aren’t available in the maker. Any unique aspects in the campaign will either be unlockable or available from the start. We won’t have anything that players can’t use in the dungeon maker, except maybe the final boss, but we’ll see. My philosophy is to ensure the campaign complements the dungeon maker without any frustrating restrictions.

SM: I’m excited to hear how it all unfolds! We’ve discussed modding quite a bit. How extensive do you want the modding capabilities to be?

Julian: It’s a complex issue since I want the modding process to be as easy to navigate as the dungeon maker. That’s why I opted for a text-based format like YAML instead of programming languages like Lua or Python. I believe Quest Master will be one of the most approachable games for modding. My plan is for all dungeon maker elements—tiles, objects, items, enemies, and rings—to be moddable. However, things like Castle Town and the campaign will remain untouched. Excitingly, in one of the upcoming updates, players will be able to create custom translations, which many have asked for. I can’t handle translations myself because Apogee will manage the

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