Paul Korman, solo developer of Strummer Games, has a background in music and creative mischief before making The Phantom Fellows. His love for Sierra and LucasArts adventure games, sparked in childhood, is now shared with his son, Strummer, who inspired the name of his publishing company. Since 2018, Paul has co-hosted the Classic Gamers Guild Podcast, diving into adventure games every other week.
I’m a solo dev and a solo dad, and I love being both. Before making The Phantom Fellows, my background was in music and amateur tomfoolery. Growing up, I played Sierra and LucasArts adventure games with my dad, and I’ve kept that tradition alive with my own son, Strummer—whom my publishing company is named after.
We love getting cozy with a blanket, some snacks (so many snacks), and diving into old-school adventure games together. Since 2018, I’ve also been co-hosting the Classic Gamers Guild Podcast, where we discuss all things adventure games every other week.
When I started development four years ago, my son was about five, and I felt this urge to create something that could be a legacy for him. I wanted him to grow up seeing his dad doing something he loved—aiming high and working hard to make it happen—while showing him how his own creativity can bring stories, games, music, and art to life.
So, I taught myself coding and pixel art, bringing along my experience in music and writing, plus my arguably unhealthy obsession with adventure games. Together, it was enough to make this game.
As a solo developer, I’m the writer, programmer, artist, and musician! There are two traits I’d recommend to any aspiring solo dev—if you have these, you’re up for the challenge:
First, if you’re the kind of person who needs to create, who feels like you’re withering on the vine when you’re not making something, solo development will keep you entirely fulfilled.
Second, if you’re someone who can’t sleep until you’ve finished the task you started, that drive will be the key to getting a project over the line, because no one else is there to push you!
My studio is a very cool roll-top desk. I’ve customized a room in my house with a view of the Rocky Mountains for inspiration and a motivational shrine to adventure games and the loves of my life across the walls and on the desk itself.
Glowing clouds, ivy, and lights hang from the ceiling and down the walls; a Space Quest poster, Indiana Jones comics, guitars, books, and plenty of chunky 1980s-1990s PC Big Boxes filled with adventure game floppy disks. Inside the desk, there are pins, vintage hint books, a collage of photo booth strips of my son and me, a Dial-a-Pirate wheel from Monkey Island.
Every time I approach my workspace, I feel a surge of excitement and purpose. Glancing at the Sierra and LucasArts memorabilia, I feel like I have a chance to stand on the shoulders of giants and do them justice.
For me, a great game is an adventure game that tells a story filled with characters whose company you enjoy and want to spend time with. It’s an adventure that invites you to abandon the instinctual drive to 'win' or 'beat' the game and instead savor the journey.
A great adventure encourages exploration and rewards the player when they do explore. The world should feel alive—bigger than it actually is—with environments you want to click on everywhere, just to see what the protagonist will say.
A great adventure game is about everything except reaching the destination; it’s about enjoying the journey with characters you’ll genuinely miss when it’s over.
Strummer Games is an adventure game studio, dedicated to crafting experiences that prioritize storytelling, exploration, and character-driven journeys. While I’m currently working on The Phantom Fellows 2, I can say with certainty that, no matter the title, I’ll continue to make adventure games.
My focus is on creating worlds that invite players to dive deep, encouraging exploration and rewarding curiosity, with characters and narratives that linger long after the game is over.
I set out to make a game I want to play, above all else. From there, I rely heavily on intuition, almost like spotting a firefly—a fleeting idea that sparks excitement and plants a seed. I’ll then ask myself questions like, 'What if next, they do this…?' or 'How about one of them says that?' I build on these ideas, and as long as they make me curious about what happens next or make me laugh, I follow them through.
Sometimes that’s the start of a new case, which inspires the characters; other times, it begins with a quirky character idea, maybe even someone from my real town, and I build a case around them. However it starts, the process stays fluid and instinctive all the way through.
Thank you! It is a remarkable honor to be recognized by the NYX Game Awards, and it still feels surreal. When I began development four years ago, I sometimes dreamed about what it might be like to create a game worthy of such an award. In fact, I have a blank space on my wall—quite awkward and barren, right when you walk in the door—but the dreamer in me insisted, 'Leave it blank,' because maybe, one day, a trophy will fill that space.
Something that my son and I could see every day, reminding us of what’s possible when we aim as high as we can imagine and stumble relentlessly toward the highest summits, where honors like these lie. I'm incredibly grateful for the judges, staff and everyone at NYX Game for this magnificent honor. Thank you.
One of the biggest challenges has been breaking out of the small, though incredibly supportive and passionate, adventure game community. While I’m grateful for the fans who deeply love the genre, it’s a challenge to reach players beyond those who are already hyper-engaged with adventure games.
Expanding into a wider audience can be tough, as many people aren’t aware of just how diverse and exciting modern adventure games can be. Winning this award helps shine a spotlight on my game, making it more visible to new players who might not have otherwise discovered it.
Though I was born in New Jersey, I’ve lived in Colorado for many years, and it’s where I developed my game. The Phantom Fellows is set in Elderberry, Colorado, which is a fictional town named after a disappointing fruit.
Colorado has been a huge inspiration for the game’s art. I was new to pixel art and wanting visual direction when it struck me: I adore Colorado, and if my game takes place here, I have endless inspiration for its art direction. So, where I live has had a noticeable impact on the game, from its landscapes to its atmosphere.
I feel like we’re in a renaissance for adventure games. Those of us who grew up in the golden age are now in or around our prime, developing our own games and improving the genre with lessons learned from the trailblazers before us.
There are so many exciting adventure games on the horizon—from The Phantom Fellows 2 and A Twisted Tale Chapter 2, to a new Perfect Tides and Old Skies. It’s truly a wonderful time to be an adventure game developer and fan.
My top three favorite things about the gaming industry would be, first, the sense of community—it’s amazing to be part of a world where players and developers alike come together to share ideas, stories, and support each other.
Second, the honoring of the past in harmony with pushing forward to new heights. And finally, the storytelling potential—games let us tell stories in a way that no other medium can, blending narrative, art, and interactivity to create immersive experiences that stay with players long after the game ends.
Resources can often come from other games—writing down what you love and want more of, as well as what didn’t work for you. Communities can also be great for bouncing ideas around. But above all, I’d say just dive in.
Open up your engine and follow that initial spark of excitement, that first good lead. You’ll make mistakes, you’ll learn why some ideas seem great on paper but don’t work in practice—but all the while, you’ll be logging hours, gaining experience, and moving forward.
Stay focused, and surround yourself with well-meaning developers and friends of the genre. You’ll be all right.
I can only speak for the adventure game community, but I think the future is incredibly bright. I see this renaissance lasting for quite a long time, with developers pushing the genre in new and exciting directions.
The love for storytelling and exploration that drives this genre isn’t going anywhere, and I believe we’ll see even more innovation and passion in the games to come. And throughout the coming years, our job will be to inspire and mentor the next generation of creators, and I think we’re up for the task.
Aim high and be willing to make the sacrifices needed to give yourself the best chance of success. Stay dedicated to your goal, keep learning, and surround yourself with people who support your vision. Success often requires both resilience and adaptability, so keep striving forward, even when the path isn’t easy.
If you love game dev more than you want to see the latest whatever-movie, you'll be just fine.
Paul Korman, solo developer of Strummer Games, has a background in music and creative mischief before making The Phantom Fellows. His love for Sierra and LucasArts adventure games, sparked in childhood, is now shared with his son, Strummer, who inspired the name of his publishing company. Since 2018, Paul has co-hosted the Classic Gamers Guild Podcast, diving into adventure games every other week.
Explore the journey of Bryan Engram, the Silver Winner of the 2024 NYX Game Awards. Bryan Engram, Founder/CEO and Chief Creative at Brazen Animation, launched the studio in 2014. After eight years at Reel FX, where he rose to Director of Studio Animation and helped grow the company from 15 to 500 employees, he decided to chart his own path. He now leads Brazen with a focus on vision and direction.