Unveiling the Creative Vision Behind Alba: A Wildlife Adventure

Ustwo Games has established itself as a studio that crafts games with a deep emotional resonance, and perhaps its most intimate project to date is Alba: A Wildlife Adventure. Released in 2020, this BAFTA-nominated title delved into the realm of animal conservation, weaving a narrative that captured the essence of childhood adventure. In a conversation with GamesIndustry.biz, lead designer Emily Brown, who was recently named a part of the BAFTA Breakthrough 2022 cohort, revealed the inspirations that shaped the adventure game. Brown explained that the project's initial concept was conceived by creative director David Fernández Huerta and programmer Kirsty Keach, both of whom share a passion for bird watching and a common background growing up in Spain and Valencia. When Brown joined the team, they collectively drew from their experiences of exploring the wild and encountering unexpected moments of beauty, such as stumbling upon a deer on a path. The story evolved to encompass not just the joy of being in nature, but also the critical theme of conservation. The team aimed to strike a delicate balance, avoiding didacticism and instead opting to share the simple pleasure of discovering nature with players, in the hope that this appreciation might extend beyond the game itself. Brown highlighted the challenge of conveying a meaningful message while maintaining a joyful experience, a balance that the team carefully navigated throughout the game's development. The pillars of the game, she noted, were the pursuit of joy, moments of calm, the essence of Spain, the freedom of childhood, and a care for nature. These elements were intentionally woven together to create an experience that connects players with the natural world. The decision to keep certain details in the game minimal was a conscious choice, made to ensure that the focus remained on the core message and the player's experience. Initially, the game had a broader scope, envisioning Alba interacting with various aspects of her environment, including city life, insects, and plants. However, this scope was later reduced to provide a more focused experience. The choice of Alba as a young protagonist was also deliberate, reflecting the idea that even the smallest individual can make a significant difference. By placing players in the role of a child, the game aims to inspire a sense of responsibility and engagement with local environmental issues. As a newly recognized member of the BAFTA Breakthrough initiative, supported by Netflix, Brown reflected on the significance of this acknowledgment for her career in the gaming industry. With a background that includes stints at Mrs. Wordsmith, Rovio, Microsoft, and Sony, working on projects such as Kinect Sesame Street TV, EyeToy: Play 3, and PlayStation Home, Brown views the BAFTA recognition as an encouragement to continue exploring meaningful themes in her work. She appreciates the support this recognition offers, noting that the BAFTA community values games that, regardless of their scale, contribute meaningful experiences to the world of gaming.