It took Johnny Galvatron and his small team of neophytes six years to make The Artful Escape, a musical narrative game that debuted in 2021. With Mixtape, the team has been working on it for about two years.
Annapurna Interactive published the game from Galvatron, a former star from the Australian band The Galvatrons, even though it focused on a somewhat cursed genre of music games. It did well enough for Annapurna, despite its recent troubles, to publish Galvatronâs second game.
With Mixtape, Galvatron is back with a zany title that probably no one else would dare to make. I played a 20-minute demo of the game at the recent Summer Game Fest Play Days and then I interviewed Galvatron. The demo about the coming-of-age music game starts with a trio of teenagers on their last day together before they separate and head off on their own adventures after high school.
Theyâre skateboarding down a mountain road in their hometown, which they call âBig Suck,â and have to yell out âCar!â when they see an approaching car. To the tune of a Devo song, they make it down the hill â a good portion of which you as the player have to guide the skater to safety. And then they stop at the main characterâs house.
Thereâs a scene when two teens kiss and you have to take control of their tongues and make sure they are appropriately mixing together. That part was hilarious, and made me feel like I really needed to play the rest of the game. Of all the games I saw at Summer Game Fest, this was one of the most delightful.
It features music from Devo, Roxy Music, Lush, The Smashing Pumpkins, Iggy Pop, Siouxsie and the Banshees, Joy Division, the Cure and many more. You get to play through a mixtape of memories, set to the soundtrack of a generation.
The game will release soon on PC, PlayStation 5, and Xbox Series X|S. It will be available day one through Xbox Game Pass (Series X|S, Windows). Mixtape was part of the Day of the Devs: Summer Game Fest 2025 selection and was exhibited at the Tribeca Games Festival in New York.
Hereâs an edited transcript of our interview.
Johnny Galvatron is founder of Beethoven & Dinosaur, the creator of Mixtape.
Johnny Galvatron: Mixtape is our second game as Beethoven and Dinosaur. We made Artful Escape, which was another music game. More about performing music. We wanted to do a gameâbasically I just wanted to show people âThatâs Goodâ by Devo, which is my favorite Devo song. We started with the track list, first of all. I wanted to have this really good, deep cut mixtape, and then try to weave this narrative through the songs and the emotions of the songs. Try to use the medium, try to use gameplay to express things that I usually express through games, like betrayal or teenage freedom. Itâs more about using the medium to try to evoke these kinds of feelings, rather than something thatâs difficult.
GamesBeat: Somehow I thought there was something after Artful Escape.
Galvatron: Nope, just this one. Round two. Weâve been working on this for two years, maybe a bit more than two and a half.
GamesBeat: Artful was longer, right?
Galvatron: Artful was like six years. I had no idea what I was doing. Iâd never made a game before. No one on the team had made a game before. Annapurna held our hands the whole way and let us get the game done, get it to a space where we loved it. Big thanks to Annapurna.
Three teens on their last night together in Mixtape.
GamesBeat: When I first saw it I thought it looked like Life is Strange. But then you see the movement, and itâs very different. How did you come up with that kind of style?
Galvatron: With a triple-A game you can start with a blank slate and build up what your art style is going to be. In indie dev, when you have a small, dedicated team of just four or five artists, you start with them. They form the core principles, and then you start to build. Itâs important with narrative games, story-based games, that you understand the sum of the parts. How the music is going to work, how the cinematography is going to work, the gameplay. You can bring the art style to sit in that. You can cut it like a diamond going into a fitting. Thatâs the art style you should be aiming for. Start with your team, build on what theyâre good at, and then finesse it into something that supports the story. Itâs kind of golden and nostalgic. I think itâs very pretty.
GamesBeat: Were there any particular inspirations for it?
Galvatron: Obviously the music, first of all. A lot of movies, like Wayneâs World and Dazed and Confused. A lot of hangout movies. I wanted to not only show these great moments of the teenage experience, but also the idleness. Players call it âThe Big Suck.â If you can get just the hanging out right, if you can get the pacing of that to feel good, then I think thatâs a big part of getting the game right.
If I could draw any comparison in games, it would be What Remains of Edith Finch. Something that was like a series of vignettes. And you can go all the way to the other side with Wario Ware, where you have a collection of small games. But I donât know if I have a direct comparison.
GamesBeat: You didnât have as dark a vision for this one.
Galvatron: No. I like making games that are hopeful, that are kind and sweet. Hopefully we can get that across.
GamesBeat: What kind of reactions have you seen to it?
Galvatron: Itâs been ridiculous today. People have really loved the demo. Itâs a really tight demo. I felt good about it coming in. Itâs been amazing to see people play it, to see them do a horrible kiss. Thatâs been hilarious to watch. Itâs been great.
Teens plotting their last night before parting ways.
GamesBeat: Itâs three or four hours, the full experience?
Galvatron: The playthroughs weâve been doing, if you go around and look at everything, itâs about five hours.
GamesBeat: How did you find a story to tell in that time window? There arenât that many games that are just four or five hours. Maybe Journey?
Galvatron: To me thatâs one of the greats of all time. I think itâs about starting with music. Because youâre looking at it more of a musical sense, pacing it in more of a musical sense, you can have these stretches. You can have this time of idleness, which is hard to get right, but I think we have gotten it right in Mixtape. We would draw the narrative beats from the mixtape. We would swap them around. Sometimes weâd have this bit of the game here. Then weâd try changing the mixtape. All of those emotional beats, getting that in the right order and paced well. The story was always constantly moving. It would be like if you were making a mixtape.
GamesBeat: How did you select the music? Were you able to get a license for everything you wanted?
Galvatron: Itâs all just music I love. I got every song I asked for. There were some that I just didnât bother asking for, though. I didnât bother asking for Pink Floyd. I wasnât going to get âWish You Were Here.â
GamesBeat: But your taste in music was what it fit to. You werenât looking for the most popular stuff.
Galvatron: No. You donât compromise on what your musical taste is. Sometimes we would look and decide that we needed a different song for a certain emotional beat, but most of the time it was just the greatest hits of my playlist.
GamesBeat: Did you think about trying any new songs, original songs?
Galvatron: We thought about it, but I loved that the character, Stacy Rockford, the protagonist, is so caught up in the music. She talks about the music, when it was recorded, and itâs almostâsheâs like a VH1 presenter sometimes. I wanted to have that history there for it to be genuine, to have that genuine musical love and connection through using real songs. Not always, but sometimes it can be off-putting to have made-up acts.
GamesBeat: Is there anything in particular that Annapurna helped you with this time around?
Galvatron: Thereâs always joys in being with Annapurna, the opportunities they give you. Look, thatâs my game up there. Thatâs crazy. Going to Summer Games Fest and Day of the Devs. They always give me notes. Thereâs old and new Annapurna, and obviously they have incredible teams. Iâve said this about Annapurna before, but itâs like this little library of people you can check out. You need a technical person to come help you, or you need someone who knows financing to come help you. If you have a problem with character art thereâs someone else you can talk to. Theyâve been fantastic for us. Theyâre the only people weâve made games with.
GamesBeat: What was the pitch like for this one? Before you had anything to show, what were you able to communicate to convince somebody?
Galvatron: We had some good esteem there after Artful Escape. Artful Escape had done well. We quickly put together what we call a horizontal slice, which was the whole game with me doing all of the voices. Sometimes it would just say what was going to happen. Sometimes it would just be the most basic skateboarding downhill, just to get the vibe right. It was an interesting pitch, the horizontal slice. It was like an animatic storyboard, almost.
That looks like the arm of a parent, or a cop.
GamesBeat: Itâs so unusual that I just wonder how someone would get it.
Galvatron: Before they play it?
GamesBeat: âThis is what we intend to do.â âWait a minute, I donât get it. Thereâs never been a game like this.â
Galvatron: Well, thank you. Please write that.
GamesBeat: What made you settle on the skateboarding scene as the beginning of the game?
Galvatron: Iâll tell you a reference at the start. The reference at the start, when theyâre walking toward the camera, walking sideways and stuff, that opening cinematic? Thatâs definitely a hard reference to the end credits of Buckaroo Banzai, the Peter Weller movie from the â80s. Thatâs my first reference.
I do just love having a little window of time in games to introduce the player to the world in a very casual way, to let them experience it. There are some games that do that really well. The one that comes to mind is Arkham Asylum. You just have this slow walk at the start as theyâre taking the Joker in and you meet all the different characters. I love a little introduction like that. I just wanted people to listen to Devo and cruise into the world, get that vibe.
GamesBeat: Iâm old enough to have discovered what CDs were for the first time. I made mixtapes. That resonated with me. That these songs are you.
Galvatron: Also, when youâre 17, how much you define yourself and other people by the music they like. It seems so important at the time.
GamesBeat: Do you feel like games and music is your specialty now? The music game space, or music-related.
Galvatron: Weâve made two games and theyâre both pretty musical games, Iâll give you that. I toured a lot when I was young man, toured the world. I hated it. Hated touring. I liked the music aspect. The thing about the music I liked the most is being in the studio. Thatâs what making a game is like. I love being locked away around all the analog equipment. Now itâs digital. But thatâs the experience I like. I guess thereâs a homebody to many artists and to many game developers. I definitely fit that category.
GamesBeat: How big did your team grow to over this project?
Galvatron: It was 12 people.
GamesBeat: Thatâs a question everyone has today. How can you make a game with a small number of people? Weâre getting a bunch of games coming up that are astoundingly made by small groups.
Galvatron: It feels very much like when music studios came out of these $200,000 desks, to suddenly all being on your home computer. You get new genres popping up, new artists popping up as the medium is democratized. Youâll see that more and more with games. Youâll see that more with AI. Youâll see new ideas coming out. Youâll see a wider variety of stories that keep emerging, which is why itâs such an exciting space to be in.
GamesBeat: Did AI help you in any way with this?
Getting into trouble.
Galvatron: No. Never say never, but I feel likeâwe work with a lot of traditional artists. I donât feel great about AI. But Iâm no expert.
GamesBeat: What do you feel has been different about launching this project versus your last one?
Galvatron: The game itself is a lot more marketable than Artful Escape. Artful Escape was this weird side-scroller. Maybe some people are turned off by that initially. Weâve had a lot more engagement on Mixtape. Itâs become a lot more popular, and more quickly, than Artful Escape.
GamesBeat: I only got to see 20 minutes here. What else do you think is going to appeal to people about the rest of the game? Without totally spoiling anything.
Galvatron: What I enjoy in games a lot is variety. I think thereâs some great variety in the game â the music, the moments, the mini-games. Thereâs a really good level where you toilet-paper a house. I think people are going to like that level.
GamesBeat: Are you concerned about a kind of Ferris Bueller effect, where they get more done in 24 hours than somebody could normally do in a year?
Galvatron: Totally! Itâs more dreamy than Ferris Bueller. Ferris Bueller presents itself as stuck in reality, whereas I think this is more of a music video. You can bend the rules of time and space a little. Hopefully we donât Ferris Bueller it quite beyond that.

