
I’ve been writing reviews on RnG for 11 years now. I often delve into the topic and read interviews with the developers made by journalists. I think it’s time to start asking questions myself. As a player veteran of 3D platformers, I decided to start with Petoons Studio, who share my passions. I enjoyed this indie game that was published just a week ago. So it’s time for this interview with the developers, where we’ll learn a bit about the studio, Dracamar, their next game, and the shitting log! I’d like to thank the team at JF Games for helping me organize this project. Time to move on to the interview.
RnG: Hi! First of all, I’d like to thank you for agreeing to this interview! I’ve just finished Dracamar and I would like to congratulate you on this game as well. Could you briefly introduce our readers to your studio’s work and what projects are in your portfolio?
Petoons Studio: Thank you so much for your kind words! We are Petoons Studio, a small indie team based in Barcelona. Our philosophy is built on creating experiences that feel personal and handcrafted. Before Dracamar, we worked on Curse of the Sea Rats and developed games for top entertainment brands such as Peppa Pig, PJ Masks, Bratz, Monster High, and Hot Wheels. Dracamar represents a big step forward for us, as it’s our most ambitious project to date in scope, allowing us to apply all our learnings and experience.
RnG: Dracamar triggered a sense of nostalgia in me. When I saw the trailer, I immediately remembered the dozens of platformers I played on my PlayStation 1 and 2. I assume you’ve played them too, so I’ll ask right away: what are your favorite platform games from older consoles?
Petoons Studio: You hit the nail on the head with the nostalgia! We grew up during the golden age of 3D platformers. We spent countless hours with classics like Spyro the Dragon, Jak and Daxter, Rayman, Crash Bandicoot… the list is endless! There’s a specific 'magic’ and sense of wonder in those PS2 era games—where level design felt like exploring a toy box—that we really wanted to capture and translate into a modern experience, especially for the younger audience.
RnG: I’d like to ask you why you decided to create a 3D platformer? Their popularity has unfortunately declined significantly in recent years, with more emphasis now placed on roguelike and online co-op, yet you chose a different path. Which made me very happy as an old fan of this genre.
Petoons Studio: We chose a 3D platformer precisely because of that gap in the market. We felt there was a community of 'old-school’ players craving a focused, single-player adventure with a beautiful, cozy world and iconic characters. And this audience now has children and families, and with this game, we want new generations of players to also enjoy the magic of classic platformers. In a nutshell, it’s a game for all ages and audiences.
RnG: How is your studio and game development organized? Are you more of a traditional model with a physical office, or do you work separately and then consolidate your work online? How many people did Dracamar actually require to create?
Petoons Studio: Our approach to development is old school; we focus on fun first and testing the game with players of all ages, and we spend a lot of time iterating and polishing until we are happy with the results. A little bit more of 2 years of development, pouring our hearts and souls, but we are very proud of the final result.
We started with a traditional model, but now we work online with periodic team gatherings. In total, Dracamar was brought to life by a core team of around 15 people, with some extra help from talented artists for the music and sound.

15 people + a few artists for sound and graphics, there is still faith in old school, which hopefully will not die
RnG: I really liked how you put Catalan themes into your game, and I can’t help but ask one thing: What’s with Tió de Nadal and the shitting log? Do you also beat up that poor log to get him to give you candy? ;)
Petoons Studio: Haha, we are glad you noticed! The Tió de Nadal is one of the most unique and beloved Catalan traditions. And yes, the tradition is exactly as 'wild’ as it sounds: on Christmas Eve, children hit the log with sticks while singing a special song so it 'poops’ presents and candies. Including it in Dracamar was our way of sharing a piece of our local folklore and catalan culture with the world. It’s quirky, it’s fun, and it fits perfectly with the whimsical nature of a platformer!
RnG: I’m curious if you can choose one element of Dracamar that you are particularly happy with, that you are proud of, or that gave you the most joy?
Petoons Studio: We are particularly proud of the art and game feel. Seeing how players interact with the world, have fun, and recognize our culture and the Mediterranean influence in the landscapes gives us immense joy.
RnG: I know Dracamar just came out, but do you have already a vision for the new game? Is it already in development, or are you still fully committed to Dracamar?
Petoons Studio: As for the future, while we are currently focused on supporting Dracamar and ensuring players have the best experience possible in all the platforms available, and we definitely want to keep exploring the world of Dracamar with new adventures, the team is now focused on our next project, “Holy Night”.

Dracamar has already been released, but the studio doesn’t stop, „Holy Night” is already in development and promises to be a complete change of atmosphere
RnG: Thank you very much for this interview on behalf of myself and the readers of retronagazie.eu, I wish Dracamar a successful reception in the gaming community!