Sitting in front of a meticulously organized desktop, Dan Marshall, director of Size Five Games, opens up about his long-standing relationship with PC games and the software he relies on daily. While many might only occasionally revisit their Steam libraries or favorite classics, Marshall draws professional inspiration from both recent adventures and vintage titles. His approach to gaming illustrates a blend of nostalgia, curiosity, and pragmatic use of technology in design. The interview delves into his gaming routines, drawing connections between his current projects, past influences, and the tools that keep his workflow efficient.
In earlier features, Dan Marshall’s profile has centered primarily on his indie successes with games like The Swindle, Time Gentlemen, Please!, and Lair of the Clockwork God. Discussions have typically highlighted his design philosophy, comedic storytelling, and indie studio operations. The focus of those accounts leaned more on game development journeys than the specifics of his personal gaming habits or the software that supports his creative practice, making this latest conversation a more detailed look at the daily intersections between his gaming experiences and professional life.
What games currently capture Dan Marshall’s attention?
Atomfall stands out as a recent favorite for Marshall, who reveals an unexpected attachment to its British setting and mystery-driven gameplay. He was initially skeptical, but quickly found himself engaged by its structure and pacing, stating that each encounter and clue drove his engagement. About Atomfall, Marshall offers:
“It’s basically: Here’s a quaint British village and one of the most satisfying first-person shooters I’ve played in a long time.”
His enthusiasm demonstrates how even seasoned developers can be surprised by modern games that deviate from standard formulas.
How do past games influence current projects?
Marshall acknowledges the impact of games like Into the Restless Ruins, which remains installed for reference and inspiration during development. He compares its mechanisms to Tetris and observes how player choices shape unique challenges—a dynamic he appreciates and previously explored in The Swindle. His Steam library also includes older titles such as Fallout 1 and X-Wing, both carrying a mix of nostalgia and critical reflection, with Fallout 1 being a title that he respected conceptually but struggled to engage with personally due to its age and mechanics.
Which software and games are indispensable on his PC?
For non-gaming software, Marshall relies on the Snipping Tool for daily tasks, utilizing it for both work-related purposes and social media content. He expresses surprise that others do not share this habit, remarking:
“I genuinely cannot believe that everyone doesn’t use Snipping Tool. This is it, all day, every day.”
When it comes to games, XCOM 2 takes the top spot for hours played and is the one title he refuses to uninstall, citing its addictive loop of missions, upgrades, and emergent complications that continually draw him back in. His desktop, meanwhile, remains “impeccable,” reflecting his organized approach in both play and work environments.
Marshall’s ongoing game choices and reliance on practical software paint a picture of someone who seamlessly blends play, creation, and everyday efficiency. His appreciation for both emergent complexity in gameplay and streamlined organizational tools offers a practical perspective for aspiring developers and dedicated gamers. Having a balance between revisiting classics, drawing inspiration from contemporaries, and keeping a tidy digital workspace appears central to Marshall’s creative routine. Readers interested in indie game development or refining their personal workflows may benefit from exploring both his portfolio and the modest, effective strategies he recommends.
