Interview Idea: Talking Character Flaws with Baby Steps’ Creators — Lessons for UK Developers
interviewdev insightsindie

Interview Idea: Talking Character Flaws with Baby Steps’ Creators — Lessons for UK Developers

vvideogames
2026-01-28 12:00:00
9 min read
Advertisement

A proposal to interview Baby Steps' creators on designing flawed protagonists and translating humour into gameplay—tactical tips for UK indies.

Hook: Why UK indies need this interview now

Small UK studios wrestle with the same question: how do you make a protagonist who is both memorable and playable on a shoestring budget? Between fast release schedules, limited QA, and the challenge of translating humour from script to button press, many teams never fully realise the character they imagined. A focused interview with the creators of Baby Steps — Gabe Cuzzillo, Bennett Foddy and Maxi Boch — would offer a rare, practical blueprint for UK developers building flawed, funny, and human protagonists.

Top-line pitch: What this proposed interview will deliver

In one long-form interview, we’ll unpack three high-value themes that UK indie teams need right now:

  • Character design: from silhouette to emotional rhythm — why Nate’s pathetic charm works.
  • Translating humour into gameplay: technical and design choices that make comedic timing feel natural when players control the protagonist.
  • UK dev tips: actionable, budget-aware advice for small teams crafting a memorable protagonist amid the realities of 2026 game production.

Why Baby Steps is the perfect case study (and why UK teams should care)

Baby Steps landed in late 2025 as a surprising blend of absurdist comedy and painfully relatable character work. Critics and players praised its protagonist, Nate — a whiny, unprepared manbaby who somehow becomes endearing as he climbs a mountain. The creators' candid take on making a 'pathetic' lead offers an underexplored lesson: vulnerability and flaw can be the most compelling engines for gameplay and narrative.

For UK developers, the takeaways are immediate. You don’t need a triple-A budget or motion-capture studio to design a protagonist players remember — you need clarity about emotional stakes, mechanical empathy, and a distribution plan that lets that character breathe with your audience.

Interview structure: questions that drive practical answers

The proposed interview will be organised into four tight sections to maximise value for studio leads, writers, designers and producers:

1) Personal & creative origin

  • What moment led you to choose a protagonist like Nate over a more traditional heroic lead?
  • How did each creator’s background (design, writing, animation) shape Nate’s silhouette and voice?
  • Actionable: Ask them to show the earliest sketches and a one-paragraph logline that defines the emotional arc.

2) Design mechanics & playtesting

  • How did you map comedic beats to player actions? Which mechanics purposely undercut player expression to heighten humour?
  • Which iterations failed, and what playtest evidence convinced you to keep or cut a gag?
  • Actionable: Request a short postmortem checklist: test set-up, audience size, metrics observed (engagement, completion of beat, repeat plays).

3) Writing and voice — making humour land across regions

  • How do you write lines that are funny in performance and flexible enough for localisation?
  • Did you use improvisation with voice actors? How did you keep the protagonist consistent?
  • Actionable: Ask for their preferred script format and a tip sheet on writing for comedic performance in-game.

4) Production reality & indie constraints

  • What low-cost approaches (asset reuse, limited animation, situational dialogue) preserved personality without ballooning budgets?
  • Which funding or distribution choices (publisher, self-publish, festival demos) were pivotal?
  • Actionable: Get a recommended minimum team size and timeline for a character-led, humour-first indie game.

Talking points tailored to UK devs

We’ll make every answer actionable for the UK context. The interview will include a dedicated segment on national-specific advice, such as:

  • How to use UK industry resources (VGTR, UK Games Fund, regional creative agencies) to fund character research & voice work.
  • Where to test comedic protagonists in the UK — from EGX and BAFTA-affiliated events to local university game labs. Use community calendars and local listings to find targeted testbeds (community calendars).
  • Tips for pitching to UK press and streamers who favour quirky, character-driven indies.

The conversation will explicitly reference late 2025 and early 2026 developments that matter to gamewriting and character design:

  • AI-assisted writing and prototyping: how Baby Steps used (or resisted) generative tools for dialogue and gag ideas, and when human curation is essential. We’ll also touch on governance and the argument to avoid cleaning up after AI.
  • Player-driven humour: the rise of emergent comedy in multiplayer and single-player experiences and how that affects protagonist design.
  • Short-form experiences: with attention spans shifting toward bite-sized sessions, how to make a protagonist feel complete in 30–90 minute playthroughs.
  • Accessibility & safety: balancing edgy comedy with inclusive design, a priority in today’s editorial and platform ecosystems.

Actionable guidance for UK small teams — distilled from the interview

Below are concrete, implementable steps we’ll extract and highlight for our UK readers.

1) Start with a one-sentence emotional spine

Define your protagonist’s arc in one line — for example, "A man who avoids adulthood must climb a mountain to prove he can change." This will guide every design and gag choice.

2) Use constrained mechanics to amplify character

Design systems that intentionally limit player perfection. In Baby Steps, awkward controls and physics accentuate Nate’s incompetence and create space for comedy. For UK teams: prototype limits early and test whether frustration turns into humour rather than abandonment. Consider prototyping approaches from the micro-app and rapid-proto playbook (micro-app prototyping).

3) Playtest for laugh location, not just fun

Map expected laughter/engagement moments to specific player actions. Track whether players smile, chuckle or quit — use short session metrics (10–20 minutes) to validate comedic timing before expanding content.

4) Reuse assets cleverly

Small budgets demand asset economy. Create a strong silhouette and reuse animations with small variations to suggest personality. Nate’s onesie and beard do heavy visual storytelling with minimal rigs — a UK-friendly approach that conserves animator time.

5) Localise humour early

Bring localisation teams into the script phase. Don’t retrofit jokes; instead provide context notes and alternatives so translators can adapt gags that hinge on wordplay or cultural references.

6) Leverage UK support & festivals

Apply to the UK Games Fund for prototyping and use VGTR to offset production costs. Show playable builds at EGX or regional game nights for targeted player feedback and press exposure.

7) Plan storytelling metrics

Measure not just retention but emotional resonance: replays per session, percentage of players who reach key emotional beats, social shares of scenes with prominent comedic payoff.

Interview deliverables we’ll produce for audience impact

The piece will be optimised for discoverability and practical reuse by UK teams. Deliverables include:

  • A long-read transcript with annotated takeaways and a TL;DR for producers.
  • Short-form video clips (30–90s) focusing on single tactical tips (e.g., "How to design a failed jump that’s funny, not frustrating").
  • A downloadable checklist for character-driven prototyping tailored to teams of 2–10 people (see our tool-checklist reference: How to Audit Your Tool Stack in One Day).
  • SEO-friendly highlights and pull-quotes for social and Discord communities.

Sample interview questions (ready to use)

  1. Walk us through Nate’s earliest thumbnail sketches. What changed most between concept and final art?
  2. Which mechanical limitations were intentional to make humorous moments land?
  3. How did you avoid making Nate mean-spirited? When does mockery become alienating?
  4. Describe a failed comedic beat — why it didn’t land and what you learned.
  5. How do you balance scripted comedy with emergent player behaviour?
  6. What are three budget-friendly ways a UK indie can add personality without more animators?

Ethical considerations and accessibility

We’ll press the creators on how they walked the line between affectionate mockery and harmful stereotyping. In 2026 editorial and platform scrutiny remains high — audiences expect nuance. The interview will cover:

Promotion plan to reach UK devs and players

To ensure this interview helps real teams, distribution must hit dev ecosystems and player communities alike:

  • Publish the long-read on videogames.org.uk with keyword-rich headings (interview, Baby Steps, character design, UK dev tips, humour, gamewriting, indie dev).
  • Clip tactical advice into short socials for LinkedIn (producers), X/Threads (press), and TikTok/YouTube Shorts (design highlights) — pair clips with a short-video monetization test from short-video playbooks.
  • Share a developer checklist with UK Meetup groups, the UK Games Fund newsletter, and Discord servers focused on indie production.
  • Pitch follow-up panels at EGX or BAFTA events using the interview as a source document.

Potential outcomes and impact metrics

We’ll set success criteria upfront so the interview becomes a practical asset:

  • Engagement: time on article >4 minutes; video clip views >10k within two weeks.
  • Industry uptake: at least five UK studios cite the interview in postmortems or social channels within three months.
  • Direct help: 50 checklist downloads and two confirmed fund applications referencing interview advice in six months.

Why now: the timing advantage for UK indies

With the indie scene increasingly competitive in 2026, character-led games that can be prototyped quickly and marketed cheaply have the best shot at standing out. Late 2025’s Baby Steps demonstrated that a flawed protagonist can generate both press attention and streamer-friendly moments. UK studios that learn these techniques now can improve prototype-to-pitch cycles and increase their chances of funding, publisher deals, or viral discovery.

“It’s a loving mockery, because it’s also who I am” — a line from creators discussing the construction of Baby Steps’ protagonist that captures how vulnerability can be both comedic and relatable.

Editorial notes and sourcing

This interview proposal is informed by late-2025 reporting on Baby Steps and developer commentary, including public statements from Gabe Cuzzillo, Bennett Foddy and Maxi Boch, and coverage from outlets reporting on the game’s character-led design. During the interview we will ask for source materials (sketches, early builds) to verify claims and increase the piece’s experience and trustworthiness.

Next steps: how we’ll run the interview

  • Secure a 60–90 minute slot with the creators, recorded remotely with high-quality audio and optional video — use the hybrid studio guidance in Hybrid Studio Playbook for Live Hosts.
  • Request pre-interview materials: character sketches, script excerpts, a short build for demonstrative clips.
  • Run a 15-minute pre-call to align on sensitive topics and ownership of quoted material.
  • Deliver the long-read within 10 business days after recording, with clips and the checklist published within two weeks.

Final takeaway: what UK teams will get from this conversation

This interview will be more than a profile — it will be a tactical playbook. Readers will walk away with:

  • A clear method for designing a protagonist whose flaws drive gameplay.
  • Practical templates for prototyping, playtesting and writing comedic beats.
  • UK-specific production and promotion tactics to stretch limited budgets.

Call to action

If you’re a UK developer, producer or writer who wants this conversation to shape your next project, tell us which question you’d put to the Baby Steps team. Share it in the comments or email our editor. If you’re on a small team and want the downloadable checklist early, sign up to our developer mailing list — we’ll send priority access and invite selected teams to a follow-up workshop based on the interview findings.

Advertisement

Related Topics

#interview#dev insights#indie
v

videogames

Contributor

Senior editor and content strategist. Writing about technology, design, and the future of digital media. Follow along for deep dives into the industry's moving parts.

Advertisement
2026-01-24T04:30:31.026Z