An Interview With WhyKev

2025 is shaping up to be another big year for video games; from big blockbuster AAA titles to little Indie darlings. On a personal note, I am excited to see a number of 3D platformers set to release this year. A staple genre of the 90’s and early 2000’s, it warms my heart to see them making a potential comeback. One in particular that stood out to me is a game called PaperKlay, solo developed by WhyKev.

PaperKlay is a single player 3D platformer collecta-thon set in a colourful world made of crafting materials like paper and cardboard. You play as the daring duo of Chick and Nugget, rotating and unfolding the world around them as they try to find all the lost eggs. Meet a large cast of fully voiced characters, try fun side activities, uncover secrets, and take it all at your own pace in this charming, nostalgic 3D platformer.

After playing the demo and featuring the game in the first issue of the GSC Demo Disc, I reached out to Kevin Andersson, the solo developer of PaperKlay, to talk about the game and his experiences working in game development. From his time working at Zoink Games, to his shift to being a solo developer and setting up WhyKev, it was a pleasure talking with Kevin, and I appreciate his candour when discussing such personal topics.

Editor's Note: The full video of this interview is available HERE. This article covers key highlights, but the complete conversation provides additional context and additional topics.


Finding PaperKlay: A Game That Grew Organically

When Kevin started WhyKev and began working on PaperKlay, he didn't have a clear roadmap for what it was going to be. He knew he wanted to experiment with 3D, and one of his early tests"”a little chicken with a backpack"”unexpectedly took off online.

“At first, I wasn’t sure what kind of game it would be,” he admits. “I played around with open-world ideas like Mario Odyssey, but over time, I found myself leaning towards something more structured.” The final approach mixes hub-based progression with linear levels, striking a balance between open exploration and carefully crafted platforming challenges.

A huge part of PaperKlay's charm comes from its distinct cardboard-and-paper aesthetic. It wasn't just a visual choice"”it also shaped how Kevin thought about level design. “I wanted the world to feel playful and full of surprises, like anything could happen because of the paper and cardboard aesthetic.” That philosophy helped him build a world where anything felt possible, as long as it fit within the quirky, handcrafted look.

Bringing in the Big Names

As PaperKlay gained momentum, some major industry figures started taking notice. One of Kevin's early goals was to get Grant Kirkhope"”famous for composing music for Banjo-Kazooie"”involved in the project. That dream became a reality thanks to a mutual friend. “Having Grant Kirkhope compose music for the game was on my dream list,” Kevin recalls. “I reached out, and he was into it.” The soundtrack that followed helped lock in the game's fun, adventurous feel.

Another huge addition was Kevin Miller, the voice of Sly Cooper, who now plays the game's main villain, Nox. “Miller reached out and was interested in voicing the villain,” Andersson says. “Once we finalized the character, he nailed the voice.” These collaborations not only added polish to the game but also cemented its status as a love letter to classic 3D platformers.

The Reality of Solo Development

Of course, not everything has been smooth sailing. As a solo developer, Kevin has faced his fair share of struggles. Personal setbacks, including a social media hack and a breakup, slowed things down at times. “Life happens, and when you’re a solo developer, any personal setbacks can really impact your work,” he says. Unlike working at a big studio, where projects continue even when someone steps away, indie development means juggling everything alone.

The decision to self-publish was another big call. Publishers showed interest early on, but Kevin ultimately decided he wanted to keep full control. “Signing with a publisher meant giving up a share of the game’s future revenue, and I wanted to retain creative control.” With experience in localization, console certification, and promotion, he felt confident he could handle it himself.

That choice came with financial risks. “It's scary to take deals when you’re hungry,” he admits. Instead of rushing into an agreement, he did the math, figuring out how many copies he'd need to sell to make self-publishing viable. In the end, he decided he was willing to take the leap on his own terms.

Looking Ahead: The Future of PaperKlay

With PaperKlay nearing completion, Kevin is already thinking about what's next for WhyKev. He's open to making a sequel or spin-off if players want more, but he's also excited about experimenting with new ideas.“I have ideas for sequels and spin-offs, but I also love coming up with fresh concepts. If PaperKlay resonates with players, I'd love to explore more of this world, but I also want to keep challenging myself creatively.

Closing Thoughts

No matter what, one thing is clear: PaperKlay has struck a chord with fans and industry veterans alike. Kevin's journey is a reminder that sometimes the best projects start unexpectedly, and success comes from following your instincts, staying adaptable, and creating something that truly feels like your own.


I'd like to thank Kevin Andersson for his generosity with his time, and urge readers to check out our conversation on the Gamer Social Club YouTube channel.

PaperKlay is coming to PC (Steam) in Q2 2025.

Harry Glynn Jones

Just a dad of two with 30 years of gaming under his belt. Advocate for more mascot platformers. Enjoyer of RPGs, Metroidvanias, Puzzle games and Indies. I love all things video games and would like to make one someday. I play them, I talk about them, might as well write about them! Lead Guides Editor for Gamer Social Club.

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An Interview With WhyKev

Harry Glynn Jones

Just a dad of two with 30 years of gaming under his belt. Advocate for more mascot platformers. Enjoyer of RPGs, Metroidvanias, Puzzle games and Indies. I love all things video games and would like to make one someday. I play them, I talk about them, might as well write about them! Lead Guides Editor for Gamer Social Club.

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