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How Canadian Memories and Iteration Shaped TUNIC’s Seven-Year Development

TUNIC’s sense of discovery drew on creator Andrew Shouldice’s memories of a Halifax park. He and audio director Kevin Regamey also reflect on the game’s seven-year development and evolving audio work.
Length3 min Posted Quest giverVGSources Team
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TUNIC creator Andrew Shouldice drew on the feeling of exploring a park near his childhood home in Halifax, while the game’s seven-year development gave him and audio director Kevin Regamey time to discover what the project could become. In a spoiler-free 2022 interview, the developers described the personal memories, design influences and evolving production that shaped the game.

How a Halifax park informed TUNIC’s sense of exploration

Shouldice recalled mapping parts of a park near where he grew up in Halifax. Its features included a pipe, a large rock, a lake and chickadees. What stayed with him was not just the layout but the possibility of finding something new in a wide-open space. He described it as “a big, wide, open space with all kinds of cool stuff, and you just want to run as fast as you can to see what’s next.”

That memory became an emotional reference point for TUNIC, rather than a claim that the game reproduces the park literally. “But I think that emotion definitely is something that carried through,” Shouldice said. The recollection helps explain why discovery and curiosity are central to the game’s atmosphere.

Other influences behind the game’s world

Shouldice named The Legend of Zelda and Fez as influences. He also recalled listening to music by Terence Lee, who records as Lifeformed, and said it helped color his early feelings about the project. These influences sit alongside the Halifax memory: a mix of game references and a personal sense of wonder, rather than a single blueprint for TUNIC.

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Why development took seven years

MobileSyrup framed Shouldice’s development journey as seven years in its May 27, 2022 interview. Shouldice attributed the length to the combination of a small team, a relatively large and complex game, and an iterative process in which the project’s shape emerged over time. He described the work as a process of finding out what the game was becoming, not simply executing a fixed plan.

The interview offers a useful contrast with short audio projects that might be completed in days: a larger game leaves more interconnected decisions to revisit as it changes. It does not provide a formal schedule, budget or staffing count, so the seven-year figure is the interview’s account of the journey, not an independently audited production timeline.

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  • TUNIC ISOMETRICORP Games Ltd. 2021 . All rights reserved. Finji and regal weasel and crown logo are trademarks of Finji, LLC.

How Power Up Audio’s work evolved

Audio director Kevin Regamey said he and Power Up Audio had been involved since early in development. He recalled that Shouldice first contacted the studio in April 2015. Because the game continued to evolve, audio work had to account for uncertainty and compete with other vendor commitments; as the project became more concrete and less likely to change substantially, the work could accelerate.

Regamey summed up the pacing this way: “It was a lot of — as far as pacing goes — leisurely walking towards the beginning, and then a sprint at the very end.” The pattern reflects how sound production can depend on design settling into place: early collaboration can span a long stretch, while final integration and polish intensify once the game’s needs are clearer.

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What TUNIC: Design Works adds to the story

In a November 21, 2025 interview, publisher Finji described TUNIC: Design Works as documenting the game’s seven-year development. Finji said Shouldice kept notebooks filled with ideas, plans, failed experiments and anxieties. That account offers a later glimpse of the personal record behind the iterative process described in the 2022 conversation; it does not establish current retail availability for the book.

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