How Dreams Tren update was inspired by a childhood spent playing with trains – live today
01.08.2023 - 19:53
/ blog.playstation.com
/ Playstation Plus
With our latest Mm Original, Tren, out today in Dreams, we decided to catch up with Media Molecule creative director (and BeechCorp CEO) John Beech. Here, he talks to us about bringing his personal project in-house to Mm, how his childhood experiences of play inspired the toy train game, and how his relationship with toys and play has changed as he’s grown from a little kid into a big one.
As a reminder, Dreams is also be available as a Monthly Game for all PlayStation Plus members to redeem from August 1 – September 4 and add to their library. Dreams will also come to the PlayStation Plus Game Catalog for Extra and Premium members starting August 15.
Mm: How did Tren go from something you were working on individually to being picked up by Mm?
John Beech: Tren was probably one of the first games that helped define that process of little projects becoming something larger within Dreams. But Mm has always had this game jam culture where we’re encouraged to make weird and wonderful things, and just experiment. Originally, Tren was more of a personal project, just something I was making in my spare time. I think I started initially by working on it during some Friday game jams at work, and then I took it home and I continued working on it in my spare time a lot.
And at some point, I think I was showing it off because I was really excited about it, and the leadership team at Mm approached me and said, “John, we really like what you’ve done here. This looks really cool. Is this something you would actually like for us to take on board and for you to do at work full time?” At that point, Tren had grown into such a fully formed idea in my mind that I jumped at the chance to fully create my passion project.
What’s changed about making Tren since that happened?
From then on, we’ve really taken the time to explore what it means to transition it from a personal project to a fully-fledged Mm approved release. This has included bringing various people on board, defining what the sign-off process is, the green lights and the milestones, and all that production gubbins and working out how to bring this to life. So it’s been a really big team effort that’s sort of coalesced around that initial seed of excitement for Tren.
Tren has this almost childhood toy box-style aesthetic with the wooden trains and track pieces. Do you often use your childhood experiences when creating your own games?
Absolutely. Especially with Tren I wanted to bring to the game my vision of the world, and show just how joyous that spark of creativity can be. Whatever you design has to have a sense of authenticity because you’re actually pulling from your direct first-hand experiences. In the case of Tren, it came from my love of playing