Behind the Scenes

Story 4: You dont play with swastikas!


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What happens when a mid‑career crisis, the frustration of “another game about orcs and zombies,” and worries about the world collide? For Jörg Friedrich, it meant walking away from business as usual, starting something small and personal—and ultimately helping change Germany’s rules on Nazi symbols in games.

In this episode of “behindthescenes,” we sit down with Jörg Friedrich—co‑founder of Paintbucket Games, former AAA designer (Spec Ops: The Line), and creative lead behind “Through the Darkest of Times,” a game about civilian resistance in Nazi Germany.

What began as a two‑person side project became an indie success and a political flashpoint. We trace the journey: late‑night development; a lean, mostly text‑driven design that mirrors the grim reality that most resistance cells failed; and a simple but sharp Twitter strategy—daily 1933 events—that drew historians, journalists, and players. A stark, hand‑drawn art style made the project instantly recognizable.

Then the fight that made headlines: Could games depict swastikas under the same “social adequacy” rules as film and literature? Jörg explains how the German games association used the project as a case study, how the USK weighed the build, and why the game became one of the first in Germany to get an age rating while still showing Nazi symbols.

We also cover the fallout: wall‑to‑wall media attention at Gamescom, long lines to try “the game with the swastikas,” and a backlash that ranged from union press releases to the ministerial sound bite “You don’t play with swastikas.” Jörg shares the personal stakes—teaching gigs put at risk—and how behind‑the‑scenes advocacy ultimately shifted the narrative toward games as serious historical storytelling and civic education.

This is a candid look at making “games with impact”: refusing fake symbols, embracing uncomfortable truths, and designing for tension, loss, and survival over power fantasies.

In this episode, you will learn:

  • How a meaning crisis led two AAA veterans to found Paintbucket Games and pursue “games with impact.”
  • Why Through the Darkest of Times centers the rise of fascism, everyday persecution, and the slow erosion of freedom.
  • How a daily 1933 Twitter feed and distinctive art style built the audience before launch.
  • How a tiny project secured a publishing deal (THQ Nordic / HandyGames) without a traditional pitch.
  • What changed inside the USK to apply the social‑adequacy clause to games—and why this case mattered.
  • How the media storm and political backlash unfolded, and how allies helped reframe the debate.
  • Why the team refused to invent “fake” symbols—and what that says about historical honesty in games.
  • Why the game is designed so you often “don’t win,” echoing the fate of real resistance groups.

If you want to understand how far games can go as a cultural medium—and what it costs to push those boundaries—this episode is for you.

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Behind the ScenesBy Triberg Media