PSU Interview: Dreamers

  • Posted September 26th, 2006 by

Dreamers, a brand new next-gen title from independent studio Dreamgazers, has now been unveiled. PSU is proud to present our exclusive interview with George Georgeadis, president and creative director at Dreamgazers. This exciting interview includes new details on everything from storyline to gameplay elements.

Currently, Dreamers is being developed for the PS3, Xbox 360 and PC. Trust us when we say Dreamers is one to lose sleep over!

Screencaptures and art work at end of interview.

1. How long has DREAMGAZERS INTERACTIVE been around?

Dreamgazers Interactive was founded in 2004 and what started as a one man company quickly got the attention of some incredibly talented individuals from around the world that joined the long journey of bringing to life this exciting and ambitious new project.

2. About how many staffers work at Dreamgazers?

Currently we have about 20 people involved, 6 core people plus our regular contributors and volunteers. We also have some incredibly talented people lined up for when Dreamers gets a publisher/funding that have shown great interest in being involved with the project that we unfortunately can’t disclose at the moment since some are quite famous in their field.. We really can’t wait for the day to unveil this information!

3. How long has "Dreamers" been in development?

Dreamers was first conceived back in 2002-03 and a first draft was written out that year. Screenplay, planning and some early concept art also began to take shape during those early years, but it wasn’t until we acquired the powerful “Reality Engine” that things really took off.

4. Do you have a release/finish date planned for "Dreamers"?

I am afraid it is not something that I am able to disclose at this time.

5. Will "Dreamers" be the official title of the game?

Originally, it was always considered as a working title, but everyone has been calling the project Dreamers for so long now that it really has grown on us. It also has a double meaning (if you play the game you will understand) and so I really believe that this will end up as our final title. We were a bit discouraged when films such as “The Dreamers” and “Dreamer” came out, but quickly realized they really have nothing in common with what we are doing.

6. What is the basic storyline of "Dreamers"?

Dreamers is a game about a young man in his 20's (Jorge) who suffers from a bizarre form of narcolepsy. He experiences sudden and uncontrollable attacks of deep sleep, sometimes accompanied by paralysis and hallucinations, which can occur at anytime and anywhere. More importantly, they cause him to dream...

Lately, these attacks have started to occur more often, appear to last longer and somehow have become harder to wake up from - unless he is able to find a way out of the dreams they bring. Afraid for his life, Jorge begins a quest to discover the reasons why his illness is getting worse, which is a race against not only the mystery of his predicament, but also a race against time before his next, and unavoidable – and quite possibly his last - deep sleep attack.

The game hopes to be an exhilarating adventure that has players race against time and face their own fears as they journey through a variety of levels spanning from dreams and nightmares, to vast beautiful mystical dream worlds and some real-life locations of beautiful Greece in which the game story is set.

7. What about next gen hardware will allow you to create the worlds of the living and the worlds in which Jorge dreams?

Technology in the field of developing games has definitely come a long way and it seems we are accelerating faster in shorter periods of time and in just 10 years time games will be so immersive, so realistic, with never before experienced gameplay that it will just be such an incredible thing to be around for! Our next generation engine is definitely going to provide the players with vast and incredibly detailed worlds to explore and the immense detail and realism we aim to have for our characters will be able to make the players really identify with them, really care for them, just like we ... (continued on next page)
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