Interview with Don Schmocker
From the moment we caught the first glimpse of Herdling, we were hooked. There's something deeply calming, almost meditative, yet profoundly human about guiding a wandering herd through majestic mountains. At the heart of this peaceful journey is Don Schmocker, creative director and co-founder at Okomotive — a man who somehow makes moving sheep feel like an art form. We sat down with him (virtually, no mountain trekking involved... sadly) to talk about the inspirations, challenges, and quiet magic behind his next big adventure.

"Our team was interested in the idea of guiding animals through the mountains early on."
How would you describe Herdling in one sentence to someone who's never heard of Okomotive or your previous games?
Don SchmockerIn Herdling you guide a herd of strange creatures called Calicorns through a variety of beautiful landscapes on your journey through the mountains and beyond.
Where did the idea of a transhumance come from? Was there a moment, a dream, or a story that sparked it?
Don SchmockerAfter the FAR games, we wanted to do something different, that still has elements that we know and love. Things like nature, an original gameplay mechanic and the personal journey of the player. Our team was interested in the idea of guiding animals through the mountains early on, when we pitched the idea internally.
"We didn't want to make the Calicorns feel like tools."

What kind of emotions are you aiming to evoke as players guide their herd? Solitude, serenity, responsibility...?
Don SchmockerI think the feeling of slowly finding purpose and taking responsibility for the herd was very important. But it should always have moments of strong enjoyment in between, where you feel part of the herd.
Are there any gameplay moments you're especially proud of — the kind you hope players will stream, replay, or talk about later?
Don SchmockerWe're really proud of the stampeding moments throughout the game, and most gameplay systems aim towards these moments. But there's also some nice personal moments with individual Calicorns, either when caring for them or rescuing them from danger.
Did you explore any bold mechanics that you eventually scrapped? What might Herdling have looked like in an alternate timeline?
Don SchmockerWe planned to have more puzzle mechanics, where you need individual Calicorns to solve them. But this would've been strongly against our goal to create a feeling of flow and we didn't want to make the Calicorns feel like tools.
"We were inspired by games like The Last Guardian and The Pathless."

Which works — games, films, books — inspired Herdling? Any contemplative games, animal stories, or tales of migration?
Don SchmockerWe were inspired by games like The Last Guardian and The Pathless, movies like Spirited Away, but also real life inspirations like the Bulgarian Kukeri and of course shepherding.
Being based in Switzerland — a country so shaped by its mountains and landscapes — has this had a direct influence on Herdling's environments or atmosphere?
Don SchmockerYes! Even though we took more inspiration for mountainscapes outside of Switzerland, for example Nepal, we're very much influenced by the Swiss mountains, whether we want it or not. It was also important for me to create a believable feeling and realistic atmosphere of all the environments in the game, especially the mountains.
Is there a cult game, an unexpected influence, or a piece of art that personally marked your journey as a creator?
Don SchmockerI probably have to say Journey because we mention it a lot during our discussions. But I personally like to get most of my ideas from things I find interesting in the real world.
"It's really important in a small team, to value each person and the work environment as a whole."

Coming from the FAR universe, what kind of pressure — or freedom — did you feel when launching a brand new project? Would you call it a “second first game”?
Don SchmockerI think we felt less pressured than with the other games. The parts came together really well and we enjoyed working on the project, so we had a good feeling about it. We were a bit unsure if our fans would also like the new game, but the initial reactions showed that they do, which was a huge relief.
Do you feel that being an indie studio is more of a challenge or a source of freedom today, compared to a few years ago?
Don SchmockerThere's definitely a constant feeling of uncertainty, especially financially. And we see it as a huge privilege to develop the games we want and enjoy creating, especially in the current landscape.
What advice would you give to a young indie studio starting out today? Any lessons learned the hard way that you'd be happy to share?
Don SchmockerNot really sure about this, because the indie scene is changing all the time. I think it's really important in a small team to value each person and the work environment as a whole. In my opinion it's more important than strictly following your own personal vision of the game.
"Being an indie studio definitely comes with a constant sense of uncertainty."

What is your biggest hope for Herdling once it's released? What kind of reaction from players would make you feel, "yes, we did it"?
Don SchmockerHearing from players that they played it until the end and that they liked the Calicorns, already makes me very happy.
And finally, if someone were to make a documentary about Okomotive, what music, scene, or place would be its soundtrack?
Don SchmockerI don't think I could choose anything other than the music by Joel Schoch, who did all the soundtracks for our games, and fits our company as well.
