Jared Elliott: What were your inspirations for the concept and story of Year of the Dog? 

JE: Your previous titles are short and sweet. Some are goofy, like Frying Bacon, and others like Lake Madeleine project a surreal, story-like quality. What can we expect from Year of the Dog?

On paper the game should last around 3 hours if you never spend much time lingering.

JE: Year of the Dog appears to feature more complex animation and gameplay elements than your previous titles. What are some challenges you’ve experienced during development?

JE: What are your most important goals for Year of the Dog? In other words, what is your vision of the finished game?

It’s also not just the dog, but the world too - the player should feel immersed in this neighborhood and feel like they know its people and places. A lot of times I think about games like Animal Crossing or Earthbound, where you can remember specific places and things you heard an NPC say to you. If players come away with strong memories and nostalgia for all the little things they do in this game, then I think I’ll have succeeded.

JE: Are there any other games in development at Foxdog Farms at this time? If not, are there plans for other titles?

JE: Keane, this has been great. Thanks a lot for your time. To wrap this up, do you have any final thoughts for the gaming community?

Special thanks go to Keane Ng for providing his thoughtful answers. 

Year of the Dog is projected to be released for PC, Mac, and Linux next year. For more information, check out the official Foxdog Farms website.