The trailer for p.a.m.e.l.a. shows an extremely ambitious project, especially for a small team of four people. How did NVYVE, a company known for virtual architecture walkthroughs, spin off into video games?

Game development was always one of our ambitions, even from the creation of NVYVE, so it's always been something we've had in the back of our minds. We're able to build off our experience with development, lighting, UI design, etc; many elements like these are very important whether you're designing a game or an interactive walkthrough. So while we're a small team, we're not completely new to the process. That being said, we're definitely ambitious, and like to set goals that are sometimes just a bit beyond our abilities. Shoot for the stars and whatnot!"

The environment looks stunning in the trailer! Is the entire game set in the mall, or are there other locations as well?

Thanks! The environment is a hugely important aspect to p.a.m.e.l.a., as we're essentially designing an entire city within which the game takes place. Our announcement trailer showcases the Promenade, which is a large shopping area located towards the center of Eden. We have many areas planned, including residential towers, nightclubs, research labs, and security outposts. The goal is build a believable world that allows the player to absorb the culture and story of the city, while providing a ton of variety in terms of gameplay, looting, and visual identity."

Starting a game trailer with the King Lear quote "Striving to better, oft we mar what's well." certainly sets up an ominous caution against humanity's ability to completely mess things up. Does this function as a core philosophical concern in p.a.m.e.l.a., or is it a simpler set up as a fun excuse to blast zombie-like once-human enemies?

The ominous, cautionary tone is certainly a core theme in p.a.m.e.l.a.. We chose that quote because it really sums it all up, the whole balance of progress vs acceptance. Without spoiling anything, the events that happened on Eden prior to the game essentially boil down to a misguided pursuit of perfection. This is important not only from a thematic point a view, but also manifests in the ways that the residents of Eden behave. They've been afflicted by a horrible disease that causes uncontrollable bone growth, and are in a state of terrible agony. The important bit is that they aren't mindless zombies; their behaviours are governed by a personality system, meaning they may be docile, aggressive, or somewhere in between when confronted by the player. They're meant to be sympathized with, and serve as a somber reminders of the consequences of their actions. It's ultimately up to the player whether they want to avoid or combat the residents, and both of these paths will have their own results in the world."