
INTRODUCTION
Q: Let’s start off with an introduction! Please tell me who you are, and what do you do?
Hi, I’m Phil González, and I lead the team at Meteorbyte Studios. We’re a small independent game studio based in Asturias, a region in northern Spain. We’ve been developing games since 2016, and we’ve worked on around 15 different projects.
I myself have a software engineering and musician background.

GAMING QUESTIONS
Q: What game/studio are you currently involved with? And what position?
I’m the founder and team lead at Meteorbyte Studios. I consider myself a programmer, though I handle a lot of different tasks. We create our own games, and I also help other developers bring their games to new platforms.
Q: What advice would you give those who wish to enter the industry?
It’s great to have good ideas, and you probably have plenty! But to actually make those ideas happen, it’s essential to learn a practical skill. Being able to physically create or build something yourself will let you bring your visions to life.
If you’re an independent game developer like me, mastering both programming and art is essential, particularly when you’re just starting. Invest time in learning and improving your skills, but don’t focus on becoming too specialized. Small studios need versatile artists who can handle a variety of tasks – animation, concept art, backgrounds, user interface design, and more. It’s better to be a jack-of-all-trades than to limit yourself to one specific role.
Q: If you still have time to play video games, what are some of your favorite ones to play?
I’m a big fan of roguelikes, mostly because life gets busy! I run a business and have a family, so I just don’t have time for games with super long stories or a lot of downtime. I still appreciate a good story and a game with some depth, but I need something I can jump into and out of easily. It’s frustrating to feel like you’re being punished in a game just because you haven’t played for a couple of weeks, you know?
Because of this, I generally avoid Metroidvania-style games, open-world games, and anything with multiplayer features.
Recently, some of the most engaging games I’ve played are Slay the Spire, Ozymandias, Hades, Battle Brothers, and Against the Storm. I still occasionally enjoy a long session of Europa Universalis IV when I have the time. And I’d also add Outer Wilds to that list – it feels like a fantastic game from the 90s, and that’s a huge compliment!
My all-time fave, though, is Planescape: Torment.
Q: How did you get into your chosen field in the industry?
I didn’t really choose this career, it kind of happened. When I was around 12, I knew I wanted to create music and games. Learning music was simple – I just started playing guitar. But figuring out how to make games was harder. When I asked people who knew more than me, they suggested software engineering, so that’s the path I followed.
When I finished university, I noticed a lot of people were entering the field without any programming skills. I’m still happy I took the time to learn how to code, though. I enjoy my work, and there’s always plenty of it available.
Q: What is the hardest part of your job?
The biggest challenge is definitely wearing so many hats. I’m responsible for everything – managing the team, programming, sales, design, taxes, writing, client communication, and even handling contracts and overseeing our service providers. It’s a lot, and these tasks are all very different, often complex, and time-consuming, so juggling everything at once can be overwhelming.
Q: What lessons have you learned during your time in the industry?
Too many, too many. And many of them, I would rather not comment on.
If I had to pick one piece of advice, it would probably be “be yourself.” It sounds cliché, but it’s absolutely true. I’ve experienced both success and failure, and the failures that happened when I wasn’t being authentic were the hardest to deal with. Achieving something while staying true to who you are and your values is the ultimate reward, and it’s a big reason why people choose to work for themselves or at small companies.
Q: What are your future project(s)?
We’re developing a unique game called Deck RX that combines the fast-paced action of futuristic car racing with the strategic elements of deckbuilding, and it’s a roguelike! You can try out a demo on Steam.
Q: If you couldn’t be a game developer, what ideal job would you like to do?
I gave being a musician a shot. It had some initial success, but ultimately didn’t pan out. We built a band, started recording and touring, and eventually got to the point where we were opening for bands I used to listen to in high school. It felt like we were on the verge of something big, but then I’d talk to those established musicians backstage, and they’d reveal how much money they actually made, their lifestyle, and how fortunate they were to have hit it big in the 80s or 90s, when people still bought music.
I finally had to admit that playing music wasn’t going to be a career for me. It’s okay though, because it just became an awesome hobby, and honestly, the guys I play with are my best friends now – no question about it.

Q: What were your greatest challenges during the development of Song and Steel: Hispania?
The AI.
Those hexagons, though! They create so much extra work when you’re coding. But honestly, they really improve the gameplay, and I think it’s worth the effort.
Q: What are your plans for Song and Steel: Hispania regarding post launch support?
Hey everyone, just wanted to let you know we already pushed out an update, and another one is coming soon. It’ll mostly be bug fixes and some little tweaks to make things smoother and more enjoyable. Honestly, the game was already pretty solid when it launched, so we’re just polishing it up a bit – a little here, a little there.
There’s potential for more games like Songs of Steel in the future. The basic gameplay feels strong and could easily be adapted to different historical conflicts and eras.
Q: What games were your greatest inspirations in designing Song and Steel: Hispania?
Games like The Banner Saga, XCOM, and Heroes of Might and Magic, as well as the indie hit Battle Brothers, share similarities with tabletop wargames such as Commands & Colors and the historical series by Richard Berg, including Great Battles of History and Men of Iron.
Q: What is your ideal video game if money and time was no object?
It would either be:
- Project: Attrah, a cavemen management game we’ve been wanting to dig into for a long time, OR,
- An isometric, old-school CRPG with unique mechanics and statsbuilding, deep character-based narrative, and SIX characters in the group. You hear me? Enough with that 4 crap. What? Your game has 4 characters, and one is a DOG? Seriously? I’ll stop playing as soon as the leveling-up plateaus.
So yeah, any of those two. We don’t even need that much money for either, come to think of it!

MORE ABOUT: Phil González
Q: What do you like to do in your spare time?
Be with my family and friends, play videogames, play music, cook.
Q: Coffee or Tea? Or (exult deep breath) what other drink do you prefer, if you like neither?
ColaCao is a popular Spanish chocolate milk drink – similar to Nesquik, but with a slightly more natural, less processed taste. I also enjoy craft beer, especially on weekends after midday, or while watching a football game (as a fan, not a player!).
I can’t handle caffeine – it doesn’t work for me like it does for most people. I’ll occasionally drink caffeine-free herbal teas or decaf coffee, though, and I actually enjoy the taste of both.
Q: You can travel to anywhere in the universe. Where would you go, and why?
To the center. Isn’t that where the Grox are?
Imagine you’re going on a road trip! If you could choose any three fictional characters to join you, who would they be, where would you all go, and what kind of adventures would you have together?
I’d choose Red from The Shawshank Redemption, Gandalf from Lord of the Rings, and Dak’kon from Planescape: Torment for a road trip. We’d travel the world, exploring hidden local gems and enjoying good food, all while sharing stories and relaxing with our pipes. It would be an unforgettable journey filled with fascinating conversations.
Q: Finally, what superpower would you most like?
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2025-12-15 18:25