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Team Verdant Interview: Two Characters, One Vision – The Making of Twins Of Olus

Twins of Olus is an upcoming action-adventure game where you control two characters simultaneously – because one hero just isn’t enough when the world’s fate is on the line.

Developed by Team Verdant, a duo consisting of Josh Mak (3D Artist) and Sing Chen (Programmer), this isometric hack-and-slash adventure promises high-speed movement, spectral bridges, and a whole lot of teamwork.

It’s essentially the co-op experience distilled into a single-player format, which means no blaming your friend for a missed dodge roll. If you mess up, that’s on you.

The game stars Lions, a warrior determined to protect his spectral twin, Creo, as they fight to prevent their world from being torn apart.

Expect intense combat, fast traversal, and an assortment of creatures that may help or hinder your journey. Also, it’s absolutely gorgeous.

Team Verdant Interview: Two Characters, One Vision - The Making of Twins Of Olus

To learn more about the game and the two-person powerhouse behind it, I sat down with Team Verdant to talk about their inspirations, their development journey, and whether controlling two characters at once is as chaotic as it sounds.

Making a game as a two-person team is no small feat, but Josh Mak and Sing Chen thrive on challenge.

Their upcoming action-adventure game, Twins of Olus, is an ambitious concept that blends high-speed traversal, intense hack-and-slash combat, and a unique day-night cycle – all brought to life by a duo that’s been through everything from Capcom Mobile shutdowns to abandoned farming sims.

But how exactly did they get here? And more importantly, how do they make controlling two characters at once feel like a dream instead of a dexterity test?

Team Verdant Interview: Two Characters, One Vision - The Making of Twins Of Olus

The Path to Team Verdant

Sing’s journey into game development started the way many do: as the youngest sibling, watching his older brothers monopolise the family’s Nintendo. “I never actually got to play,” he admits. “But it made me want to be part of that world.”

That passion led him to study game development, though the industry had other plans. After struggling to find a job, he veered into a master’s program for health informatics – before being lured back to gaming through a Capcom Mobile job offer.

On the other hand, Josh always knew he loved games but had no idea where he fit. “I got into animation, which I actually hate,” he confesses. “I don’t like animating whatsoever.” Thankfully, his skills as a lighting artist found a home in visual effects, working on TV shows and movies.

The two met while working on children’s entertainment projects and realised they worked well together. The rest is history. “We made a mobile game together, left the studio, and decided to keep going,” says Josh. “That’s what led to Twins of Olus.”

A Combat System Unlike Any Other

At its core, Twins of Olus is about balance – between two characters, two combat styles, and the controlled chaos of switching between them.

“Originally, you only played as the melee character while the ghost companion helped with movement,” Josh explains. “Then we thought, wouldn’t it be cool if you could actually play as both?”

Cool, yes. Simple? Not quite.

“We had to figure out how to make switching seamless,” Josh continues. “Now, no matter who you’re controlling, the other character keeps fighting on their own.

You can be the melee warrior one second, then swap to the spectral twin who possesses enemies and controls the battlefield.”

Sing chimes in: “We probably redesigned how everything worked five times. We’d implement a system, test it, realise it sucked, and go back to the drawing board.”

Traversing the World of Olus

Beyond combat, the game’s day-night cycle plays a significant role in exploration. “It’s not just a cosmetic shift,” Josh explains. “Different paths open up depending on the time of day, and observatories act as your Dark Souls-style bonfires, letting you access areas that weren’t reachable before.”

If that sounds like a lot to juggle for a two-person team, it is. “Originally, we were making a farming adventure game,” Josh admits. “But the scope got out of control. We pivoted to Twins of Olus as a ‘smaller’ project, and somehow, we’ve ballooned it again.”

Team Verdant Interview: Two Characters, One Vision - The Making of Twins Of Olus

Inspirations and Challenges

For a game that blends isometric exploration with lightning-fast action, it’s no surprise that its influences range from Tunic to Astral Chain to Dark Souls. But despite these touchstones, Twins of Olus is carving out its own niche.

“We wanted combat that felt completely unique,” says Josh. “The idea of controlling two characters who fight together but maintain their own styles – that’s something we hadn’t really seen before.”

That originality has come with its own set of hurdles. “Design changes are our biggest challenge,” Sing explains. “We have an idea, we test it, it doesn’t work, we start over. It’s exhausting, but it’s also what makes the game better.”

Advice for Aspiring Game Developers

Game development is a long, often unpredictable journey, and Team Verdant has learned that firsthand. Josh stresses the importance of persistence: “You really need to dedicate a lot of effort to it. You can’t go halfway if you actually want to finish a game. Set a goal, stick to it – otherwise, it’s never going to happen.”

Sing, meanwhile, believes in starting small. “There’s an acronym I like: KISS – keep it simple, stupid. Your first project shouldn’t be an online multiplayer game if you’ve never coded before. That’s just opening a ridiculous can of worms.”

Instead, he suggests making a small project, finishing it, and using it as a learning experience. “Once you know your workflow, you can improve on it or start something new.”

Team Verdant Interview: Two Characters, One Vision - The Making of Twins Of Olus

What’s Next for Twins of Olus?

After nearly three years of development, Team Verdant is deep in the trenches, refining, polishing, and playtesting with their ever-patient group of friends.

Team Verdant also has their first in-person convention coming up – the Toronto Game Expo.

With Twins of Olus shaping up to be a fast-paced, innovative adventure, it’s clear that Team Verdant’s love for games, both playing and making them, is at the heart of everything they do.

And when the game finally releases, players will get to experience that passion firsthand – two characters at a time.

You can follow the link here to check out the game (and add it to your wishlist). I can’t wait to see how this one shapes up.