Skip to main content
GamesRadar+ GamesRadar+
US EditionUS CA EditionCanada UK EditionUK AU EditionAustralia
Sign in
  • View Profile
  • Sign out
  • Games
    • Game Insights
      • Games News
      • Games Features
      • Games Reviews
      • Games Guides
      • Big in 2026
      • The Big Preview
      • On The Radar
      • Indie Spotlight
      • Future Games Show
      • Golden Joystick Awards
    • Genres
      • Action Games
      • RPGs
      • Action RPGs
      • Adventure Games
      • Third Person Shooters
      • FPS Games
    • Platforms
      • PS5
      • Xbox Series X
      • PC
      • Nintendo Switch
      • Nintendo Switch 2
      • Tabletop Gaming
    • Franchises
      • Grand Theft Auto
      • Pokemon
      • Assassin's Creed
      • Monster Hunter
      • Fortnite
      • Cyberpunk
      • Red Dead
      • The Elder Scrolls
      • The Sims
  • Entertainment
    • TV Shows
      • TV News
      • TV Reviews
      • Anime Shows
      • Sci-Fi Shows
      • Superhero Shows
      • Animated Shows
      • Marvel TV Shows
      • Star Wars TV Shows
      • DC TV Shows
    • Movies
      • Movie News
      • Movie Reviews
      • Big Screen Spotlight
      • Superhero Movies
      • Action Movies
      • Anime Movies
      • Sci-Fi Movies
      • Horror Movies
      • Marvel Movies
      • DC Movies
    • Streaming
      • Apple TV Plus
      • Disney Plus
      • Netflix
      • HBO
      • Amazon Prime Video
      • Hulu
    • Comics
      • Marvel Comics
      • DC Comics
    • Toys & Collectibles
    • Lego
    • Dungeons and Dragons
    • Merch
  • Hardware
    • Insights
      • Hardware News
      • Hardware Reviews
      • Hardware Features
    • Computing
      • Desktop PCs
      • Laptops
      • Handhelds
    • Peripherals
      • Headsets & Headphones
      • TVs & Monitors
      • Gaming Mice
      • Gaming Keyboards
      • Gaming Chairs
      • Speakers & Audio
    • Accessories & Tech
      • Gaming Controllers
      • Tech
      • SSDs & Hard Drives
      • VR
      • Accessories
      • Retro
  • Deals
    • Game Deals
    • Tech Deals
    • TV Deals
    • Buying Guides
  • Video
  • Newsletters
    • Quizzes
    • About Us
    • How to pitch to us
    • How we score
    • Newsarama
    • Retro Gamer
    • Total Film
  • home
  • Games
    • View Games
      • Games News
      • Games Features
      • Games Reviews
      • Games Guides
      • Big in 2026
      • The Big Preview
      • On The Radar
      • Indie Spotlight
      • Future Games Show
      • Golden Joystick Awards
      • Action Games
      • RPGs
      • Action RPGs
      • Adventure Games
      • Third Person Shooters
      • FPS Games
    • Platforms
      • View Platforms
      • PS5
      • Xbox Series X
      • PC
      • Nintendo Switch
      • Nintendo Switch 2
      • Tabletop Gaming
      • Grand Theft Auto
      • Pokemon
      • Assassin's Creed
      • Monster Hunter
      • Fortnite
      • Cyberpunk
      • Red Dead
      • The Elder Scrolls
      • The Sims
  • Entertainment
    • View Entertainment
    • TV Shows
      • View TV Shows
      • TV News
      • TV Reviews
      • Anime Shows
      • Sci-Fi Shows
      • Superhero Shows
      • Animated Shows
      • Marvel TV Shows
      • Star Wars TV Shows
      • DC TV Shows
    • Movies
      • View Movies
      • Movie News
      • Movie Reviews
      • Big Screen Spotlight
      • Superhero Movies
      • Action Movies
      • Anime Movies
      • Sci-Fi Movies
      • Horror Movies
      • Marvel Movies
      • DC Movies
    • Streaming
      • View Streaming
      • Apple TV Plus
      • Disney Plus
      • Netflix
      • HBO
      • Amazon Prime Video
      • Hulu
    • Comics
      • View Comics
      • Marvel Comics
      • DC Comics
    • Toys & Collectibles
    • Lego
    • Dungeons and Dragons
    • Merch
  • Hardware
    • View Hardware
      • Hardware News
      • Hardware Reviews
      • Hardware Features
      • Desktop PCs
      • Laptops
      • Handhelds
    • Peripherals
      • View Peripherals
      • Headsets & Headphones
      • TVs & Monitors
      • Gaming Mice
      • Gaming Keyboards
      • Gaming Chairs
      • Speakers & Audio
      • Gaming Controllers
      • Tech
      • SSDs & Hard Drives
      • VR
      • Accessories
      • Retro
  • Deals
    • View Deals
    • Game Deals
    • Tech Deals
    • TV Deals
    • Buying Guides
  • Video
  • Newsletters
    • Quizzes
    • About Us
    • How to pitch to us
    • How we score
    • Newsarama
    • Retro Gamer
    • Total Film
Trending
  • Pokemon Winds and Waves
  • New Games for 2026
  • GamesRadar+ Replay
  • Mario Day deals
Don't miss these
James holds the Alice stuffie in concept art by Jean Walter
Adventure Games Alice Madness Returns creator American McGee is making a spiritual successor, and he's not worried about EA
Mass Effect 2 - Garrus
Adventure Games The 25 best video game stories of all-time
The key art for the Blue Prince showing a doorway on a blue wall, which is open to reveal several more rooms within its frame, a person deep within opening another door several layers deep to a bright white light
Puzzle Games Blue Prince creator couldn't "physically" make another game as "ambitious" as his 2025 puzzle hit
Clair Obscur: Expedition 33
RPGs Clair Obscur: Expedition 33 lead says "anyone who's a fan of our story" should read the French novel that inspired it
A Vault-Dweller with a backpack looks at their Pip-Boy in front of the Vault door
Tabletop Gaming New Fallout solo RPG lets you go off the beaten track, no gamemaster or party required
Clair Obscur: Expedition 33 Gustave winces
RPGs Clair Obscur Expedition 33 lead "underestimated" the popularity of side content, leading to his one regret with the RPG
Clair Obscur: Expedition 33 lead Gustave faces a gommage
RPGs Clair Obscur: Expedition 33 devs' next game will focus on "what we think is cool" rather than trying to please everyone
Clair Obscur: Expedition 33 screenshot of Verso, a man with black hair with white streaks running through his fringe
RPGs After Clair Obscur: Expedition 33's divisive Best Indie TGA win, publisher's CEO admits the J'RPG is "blurring the line"
Clair Obscur: Expedition 33's Gustave in a French-inspired outfit
RPGs Clair Obscur: Expedition 33 devs "basically did twice the work" of a more experienced team to get the RPG out the door
Peter Jackson's King Kong: The Movie
Action Games The making of Peter Jackson's King Kong: The Official Game of the Movie
Clair Obscure Expedition 33
RPGs Clair Obscur: Expedition 33 lead says the secret of the J'RPG's success is to "not care too much about the players"
Mewgenics
Roguelike Games "What else are we going to do, another f***ing platformer?": Mewgenics took 15 years to dominate Steam, but its secret sauce was cooked up in just 2 weeks
Clockwork Revolution
RPGs With Clockwork Revolution, inXile aims to "bring the level of reactivity from our isometric titles into something first-person"
Clair Obscur: Expedition 33 Gustave winces
RPGs 34-year game dev veteran says Clair Obscur: Expedition 33 "ruined" his worldview on AAA development
GTA 6
Games Open world games are some of the most popular in 2025, but as GTA 6 looms, it's about to get competitive
  1. Games
  2. Puzzle
  3. The Unfinished Swan

The Unfinished Swan - a postmortem interview with creator Ian Dallas

Features
By Ryan Taljonick published 27 October 2012

The inspirations and creative process behind this indie gem

When you purchase through links on our site, we may earn an affiliate commission. Here’s how it works.

Bringing the abstract to life

Bringing the abstract to life

With the release of The Unfinished Swan earlier this week, PS3 gamers now have a chance to experience the story of Monroe, an orphan who stumbles into a magical world. We highly recommend you check out this unconventional adventure (which we praised in our review)--and, because we found its concept so darn interesting, we got in touch with Ian Dallas, the game's creator, to talk about the game.

Page 1 of 11
Page 1 of 11
GamesRadar: What inspired the game's design?

GamesRadar: What inspired the game's design?

Ian Dallas: The game began as a graduate student project. I was in the USC game design program and every week I was supposed to come up with a new interactive prototype. At the time I was really interested in how people move through space and one week I made this white room where you had to throw paint to see what was around you. What I liked most about the prototype was the sense of curiosity it gave you as a player, looking out into a blank landscape where anything was possible. So I set out to try and make an entire game around that feeling of awe and wonder that was there in the original prototype.

Page 2 of 11
Page 2 of 11
GR: What were the biggest hurdles you had to overcome during development?

GR: What were the biggest hurdles you had to overcome during development?

ID: Finding elegant ways of guiding players was our biggest challenge in terms of game design. We wanted the player to feel like this was a world of infinite possibilities so in the beginning we designed spaces that gave players a lot of freedom in which way they could go. The result was that players spent a lot of time wandering around and got frustrated, then bored. By constraining players a bit more and by giving them clearer goals we found it actually encouraged them to wander off the main path to poke around a bit, since they felt confident they could find their way back later.

For the artists and programmers I think the biggest challenge was the wide range of art styles and game mechanics that we introduce. Most games focus on a few key styles and mechanics, but since this is a game about discovery we wanted to keep changing things up often enough that players were always curious about what might be around the corner.

Page 3 of 11
Page 3 of 11
GR: The Unfinished Swan lets players discover its world at their own pace. What were the challenges in designing a game around that while still providing enough enticement to keep players moving forward?

GR: The Unfinished Swan lets players discover its world at their own pace. What were the challenges in designing a game around that while still providing enough enticement to keep players moving forward?

ID: One of the things we learned from the original white room prototype was that without having explicit goals most players would have fun throwing paintballs for between three to five minutes. After that they got bored. So what we tried to do was strike a balance of giving players a clear long-term goal (find the swan) and a pretty clear mid-term goal (e.g. maybe I should checkout those swan footprints in the middle of the pond) but a very undefined short-term goal (e.g. how do I get to the middle of the pond?).

I think players want to know if theyre headed in the right direction. Its like a compass, its a way of orienting themselves. The surprising part is that once they know which way is the correct path then theyre more inclined to wander off it and feel free to explore the world, which is what we wanted them to do in the first place. Its counter-intuitive but I think you have to give players a certain amount of structure in order for them to appreciate and enjoy the openness.

Page 4 of 11
Page 4 of 11
GR: As a game built around throwing balls of paint, were you worried about keeping players interested?

GR: As a game built around throwing balls of paint, were you worried about keeping players interested?

ID: Our goal was to show players something new every 60 seconds or so. Sometimes itd be something small, like a creature, and sometimes itd be a whole new mechanic. We watched a lot of playtests and as soon as we saw players were getting comfortable with a mechanic we tried to move on to something else. We wanted the game to be about discovering things not about becoming an expert in them.

We definitely had a wishlist of things that we wanted to see in the game that never made it in. At one point we were thinking about critters we called tribbles that would come munch on your vines but we scrapped them for a variety of very sound reasons. Other things, like the light-up ball you roll in the Nighttime chapter were happy accidents. We all shed a tear when had to cut box surfing from the game, which was pretty cool. You could draw a box, tip it over, then jump on top of it while it slid down the mountain and off a sweet jump.

Page 5 of 11
Page 5 of 11
GR: There are different variations of paint throughout the gamewere there other types that didnt make the cut?

GR: There are different variations of paint throughout the gamewere there other types that didnt make the cut?

ID: Using different colors of paint as different paint powers was something we wanted to avoid, even though we did end up with effectively three different powers. We wanted to push what we could do with a limited palette, and stay away from building a game about collecting and upgrading different kinds of paint. Something like Lightning paint was never in the cards, but the water you throw was at one point used to make a river--itd make puddles which were actually 10 feet deep and you could link them together.

We had a working prototype of that, but we never found a way to make it interesting enough. We had a sandbox where you could connect the puddles up to a current and itd turn a watermill, but then it was like, ok, now what? And we never found a good answer to that question so we cut it.

Page 6 of 11
Page 6 of 11
GR: Was the whole game originally designed around filling in a blank world and exploring it?

GR: Was the whole game originally designed around filling in a blank world and exploring it?

ID: I think even early on we felt like having an entire game that was all white was going to be too much. Itd be like having a cake that was all frosting. It just works better in moderation.

What we tried to do instead was to keep the feeling we had being in all white space, of not knowing what was around you and having to explore the world to discover it, but doing that in ways that didnt involve a white world and black paint.

Page 7 of 11
Page 7 of 11
GR: Did you have any inspirations for the story? We got an Alice in Wonderland vibe.

GR: Did you have any inspirations for the story? We got an Alice in Wonderland vibe.

ID: Alice in Wonderland was definitely the single biggest inspiration for us. The broad strokes of our plot--child wanders off into fantastical kingdom in search of missing animal--was lifted pretty directly.

I think one of the things Alice in Wonderland does beautifully is taking a lot of scenes that are essentially random (or at least unanticipated) in terms of their geography and tone and stitches them together into something that feels very cohesive and logical. We were dealing with a similar challenge in our game so that was helpful to use as a guide. I think there actually is a through-line to both experiences, but its operating at a somewhat subconscious level (in Alice in Wonderland every scene is broadly about trying to understand and deal with nonsensical things while every area of The Unfinished Swan is loosely about seeing the world in new ways). The strong, simple through-line of child chasing animal is a great counterpoint to the less structured moment-to-moment experience.

Page 8 of 11
Page 8 of 11
GR: In terms of narrative, the fairy tale-like story of Monroe was great. Had there been other ideas you toyed around with instead?

GR: In terms of narrative, the fairy tale-like story of Monroe was great. Had there been other ideas you toyed around with instead?

ID: Once I knew that I wanted to make a game about evoking a sense of awe and wonder I went out looking for things that did a good job of that. Storybooks were the best models I could find so I thought a lot about why they worked so well and tried to apply that to the game. One of the reasons we chose to give the game a very overt storybook style was to remind players of what it felt like to be a child, to help put them in a good mindset for a game about curiosity and wonder.

Page 9 of 11
Page 9 of 11
GR: One thing we noticed right away was how instrumental the music was in providing context for a world you couldnt always see. Had this been a goal from the onset?

GR: One thing we noticed right away was how instrumental the music was in providing context for a world you couldnt always see. Had this been a goal from the onset?

ID: The music was beautifully produced by our music supervisor Peter Scaturro and our composer Joel Corelitz along with a bunch of other fine folks on the Sony audio team. Peter and I talked about how we wanted players to feel at various points and then Peter and Joel did the rest. One of things that worked really well was to have areas with very minimal music, which helped create a sense of being alone--that is pretty tough to capture. And then we could bring the music back in at moments where we wanted to push the tone in a different direction.

Page 10 of 11
Page 10 of 11
GR: What was it like working with Sony? What did that relationship allow you to accomplish?

GR: What was it like working with Sony? What did that relationship allow you to accomplish?

ID: Sony has been fantastic. I think we both had a very similar goal: making an experience players have never had before. As part of our contract they provided office space, equipment, and even technical advisors from the God of War team whod come by every week to offer suggestions on how to work with the PS3.

Having access to things like dedicated playtesting rooms, fully stocked kitchens, and in-house IT support isnt very indie, I guess, but it gave us a chance to focus all of our attention on one thing: making the best game we possibly could.

Page 11 of 11
Page 11 of 11
TOPICS
Sony
CATEGORIES
PlayStation Platforms
Ryan Taljonick
Ryan Taljonick
Social Links Navigation

Ryan was once the Executive Editor of GamesRadar, before moving into the world of games development. He worked as a Brand Manager at EA, and then at Bethesda Softworks, before moving to 2K. He briefly went back to EA and is now the Director of Global Marketing Strategy at 2K. 

  • Facebook
  • X
  • Pinterest
  • Flipboard
  • Email
Share this article
Join the conversation
Follow us
Add us as a preferred source on Google
Get the GamesRadar+ Newsletter

Weekly digests, tales from the communities you love, and more


By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over.

You are now subscribed

Your newsletter sign-up was successful


Want to add more newsletters?

GamesRadar+

Every Friday

GamesRadar+

Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them.

GTA 6 O'clock

Every Thursday

GTA 6 O'clock

Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts.

Knowledge

Every Friday

Knowledge

From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon.

The Setup

Every Thursday

The Setup

Hardware nerds unite, sign up to our free tech newsletter for a weekly digest of the hottest new tech, the latest gadgets on the test bench, and much more.

Switch 2 Spotlight

Every Wednesday

Switch 2 Spotlight

Sign up to our new Switch 2 newsletter, where we bring you the latest talking points on Nintendo's new console each week, bring you up to date on the news, and recommend what games to play.

The Watchlist

Every Saturday

The Watchlist

Subscribe for a weekly digest of the movie and TV news that matters, direct to your inbox. From first-look trailers, interviews, reviews and explainers, we've got you covered.

SFX

Once a month

SFX

Get sneak previews, exclusive competitions and details of special events each month!


An account already exists for this email address, please log in.
Subscribe to our newsletter
Read more
UFO 50
"There's always a loose end, trailing off into the distance": Inside the mind of a Metroidvania creator
 
 
A screenshot of a To a T labeled with the GamesRadar+ Best of 2025 branding
"I wish I had the Katamari Damacy IP": To a T was meant to counter the "downer" vibes of 2019 America, but Keita Takahashi says it "didn't sell well" and fears it "just wasn't a good fit"
 
 
GamesRadar's best of 2025 series featuring Blue Prince
Blue Prince is a "true hybrid" of video and boardgame genius, and its creator thought it'd be "niche of niche"
 
 
Coven of the Chicken Foot
The Last of Us co-director wants to deliver a "unique type of storytelling" with Coven of the Chicken Foot, a lush love letter to ICO
 
 
James holds the Alice stuffie in concept art by Jean Walter
Alice Madness Returns creator American McGee is making a spiritual successor, and he's not worried about EA
 
 
Big Walk
6 years after Untitled Goose Game's viral success, its devs seek solace in a chill co-op puzzler
 
 
Latest in Puzzle
The key art for the Blue Prince showing a doorway on a blue wall, which is open to reveal several more rooms within its frame, a person deep within opening another door several layers deep to a bright white light
Blue Prince creator couldn't "physically" make another game as "ambitious" as his 2025 puzzle hit
 
 
All Living Things
"I've met a beautiful woman": After nearly 1 year, indie dev shares good news about why their puzzle game is delayed
 
 
TR-49 screenshot showcasing the archive machine and some text as well as the dial to the side
I'm in my happy place: a dark basement digging through a computer archive that may or may not be alive
 
 
After Hours character up close
Dev says his puzzle game is suffering on Steam because young people "don't know how to write emails anymore"
 
 
Pikmin
PS5 architect Mark Cerny had a "transformative" experience playing Pikmin on the Nintendo GameCube: "I'm a sucker when it comes to story"
 
 
Super Mario Odyssey
Nintendo sent a crack team of unimaginably talented developers including Shigeru Miyamoto to the Mario's Picross studio to "personally" teach the plumber's aura
 
 
Latest in Features
BG3
The future of RPGs is isometric
 
 
Photo of a Mario nendoroid figure holding a microSD Express card with a Turtle Beach Switch 2 case in the background.
These Mario Day-inspired Switch 2 accessories will power up your console more than a super star
 
 
Underside of Alienware 16 Area-51 gaming laptop with glass viewing window and RGB fans
We could get a shock when 2026 gaming laptop prices are unveiled, here's what you need to know about buying this year
 
 
Emily Rudd as Nami and Iñaki Godoy as Monkey D. Luffy in Netflix's One Piece
One Piece season 2 ending explained: Who is Mr. Zero? Who dies? Will there be a season 3?
 
 
In Hitman World of Assassination, Agent 47 sits at the departure gate in an airport during the loading screen
After weeks spent locked into Hitman's Freelancer mode, I realize there's one vital thing 007 First Light needs to learn
 
 
Mario gadgets, accessories, and games on a blue background
The ultimate Mario Day starter pack, kit up for the plumber's big day
 
 
LATEST ARTICLES
  1. Virtual Boy for Switch 2 sitting on coffee table with TV in backdrop displaying Wario Land gameplay.
    1
    I respect the Virtual Boy as a collectable Switch 2 gadget, but it’s not exactly a retro console remake
  2. 2
    Bizarre Lineage codes (March 2026) for free Stat Point Essence, Rare Chests, and more
  3. 3
    The Thrustmaster T248R is making me question where a sim racing wheel with no direct drive and no modular wheelbase fits in the market in 2026
  4. 4
    These Mario Day-inspired Switch 2 accessories will power up your console more than a super star
  5. 5
    Pokemon fan artist alleges new Palworld clone Pickmon "stole one of my designs," saying "they didn't even try to change something and make it a bit less obvious"

GamesRadar+ is part of Future US Inc, an international media group and leading digital publisher. Visit our corporate site.

Add as a preferred source on Google Add as a preferred source on Google
  • Terms and conditions
  • Contact Future's experts
  • Privacy policy
  • Cookies policy
  • Accessibility statement
  • Careers
  • About us
  • Advertise with us
  • Review guidelines
  • Write for us
  • Accessibility Statement

© Future US, Inc. Full 7th Floor, 130 West 42nd Street, New York, NY 10036.

Please login or signup to comment

Please wait...