What do you get when you mix dinosaurs and the Wild West? Saddle up for Dino Country to find out! Dino Country is our newest addition to Adventure Escape Mysteries, and it’s definitely an adventure. Today we’re here with Emmorie Klotzer and Robin Scott, the two game designers behind it all. So, Dino Country is set in the Wild West… but with dinosaurs?? How did this idea come about?
What’s fun about working on a game set in the Wild West? Robin: The Western genre is rich with storytelling possibilities because it’s somewhat historical, but also highly dramatized. The genre also has a deep cinematic history with spaghetti Westerns, and their connection to the samurai genre. But at the heart of most Westerns is the desire for adventure and navigating the unknown when the odds aren’t favorable, so nailing those elements was at the top of our list. We hope the game is a healthy mix of fun and challenging! Emmorie: The Wild West is such a well-explored setting that it can sometimes feel overly familiar. But that challenge is what made it exciting—finding ways to break expectations and make the world feel fresh again. I also loved showcasing the Southwest’s breathtaking landscapes in a way that goes beyond the usual tumbleweed towns. What’s one of your favorite parts or moments of the game? Emmorie: Quicksand! We had a lot of fun designing a quicksand moment in the game. It’s one of those classic Wild West dangers, but with a unique twist that fits right in. Robin: There’s a part in chapter four with a crystal cave, waterfalls, dinosaur bones, and a massive surprise. That room turned out spectacular and it’s gorgeous to stare at! How long have you worked at Haiku Games, and how did you get into game design? Emmorie: I’ve always been passionate about games—video games, board games, and game art. I never imagined it would actually be creating them! Knowing I wanted to pursue something creative, I attended the Savannah College of Art and Design, where I earned a BFA in industrial design. After college, I was hired by Mattel Games, where I was mentored by award-winning board game designer Brian Yu. He taught me the fundamentals of game design—what makes games fun and engaging. I left Mattel during the COVID pandemic but credit him with giving me my foundation in game design. I was drawn to mobile games because they offer so many opportunities to create exciting, unexpected 'wow' moments that aren’t always possible in physical games. I’ve been with Haiku Games for the past two and a half years, and I see myself here for the long haul! Robin: Emmorie, Andrew Petersell (who did Death Dodgers), and I all started at Haiku simultaneously, and it’s been such a joy working together! I’ve been a gamer as long as I can remember and grew up with Mario, Animal Crossing, Harvest Moon, and Legend of Zelda. I also loved classic point-and-click PC games like Freddie Fish and Putt-Putt, which are similar in structure to what we do here. My journey into the industry started as a detour. During the height of the pandemic, I completed my MFA in Creative Writing. I spent my rare free time playing Adventure Escape games on my phone because I didn’t have time for console gaming. Those phone games reminded me of the point-and-click games I grew up with, and I fell in love with the style. I pivoted my MFA away from novels and made a video game for my thesis instead. Haiku Games took a chance on me right when I graduated, and I’ve been here ever since! As two designers working on one game, how did you collaborate and split the work? Robin: Emmorie and I tackled individual chapters on our own. Of course, splitting the game up meant we weren’t designing chapters in chronological order, so we needed to check in regularly to make sure our timeline was consistent. Even though Dino Country is wrapped up, we still message regularly about puzzle ideas and brainstorming sessions for our own games. It’s handy working with other creatives because the end project is always richer! Emmorie: We collaborated on the overall story outline, then divided up the chapters and created a list of iconic elements we wanted to include in the game. Having multiple perspectives really helped—we could bounce ideas off each other, which led to some unique and unexpected puzzles that might not have happened otherwise. It was a great balance of teamwork and individual creativity. Do you think a T-Rex would make a good pet? Emmorie: As someone who loves big dogs—I have a Newfoundland—I like to think I’m up for the challenge of a giant pet. But even I have to admit that a T-Rex might be a little too much. It would be ridiculously expensive to feed, and I’d be afraid of it stepping on me (or worse). Robin: Well, it’ll depend on how big your backyard is, or if your local dog park will make a species exception. Not sure how many landlords will approve, though. I’m sure that pet fee would be through the roof! What’s your favorite dinosaur? Robin: Oh, there’s so many! This one isn’t technically a dinosaur, but I love plesiosaurs. As a kid, I read a theory that the Loch Ness monster was actually a plesiosaur ghost, and that theory has stuck with me ever since! Ankylosauruses are also super amazing and have such fantastic body armor. Emmorie: I like the Iguanodon! One of the most fascinating things about it is that it had thumbs—I’ve yet to hear a definitive explanation for why, and I’ve always found that intriguing. My son, Leo, loves a book called Dinosaur Dance by Sandra Boynton, and there's an Iguanodon page where I do a funny dance that always makes him laugh. Of course, I had to include an Iguanodon in our game too. Dino Country is available in Adventure Escape Mysteries! Play on iOS or Google Play. Coming soon to Amazon Kindle, Facebook, or Windows.
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AuthorHaiku Games is the developer behind the Adventure Escape series. Play on iOS, Google Play, or Kindle! Archives
April 2025
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