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Wreckord Shop Superstar: From Brixton’s Music Scene to an Indie iPhone Rhythm Game

Official Wreckord Shop Superstar game artwork by Esteban Castillo-Velez

From a Brixton record shop to an iPhone rhythm game, Wreckord Shop Superstar is an unlikely meeting point for animation, London comedy and independent musicians. Creator Esteban Castillo-Velez spoke to Coloured Static Press about the project’s origins, the people behind its soundtrack and the lessons of bringing its characters into a playable world.

Developer interview: The following feature is based on Esteban’s seven written responses, edited and organised for readability. We have not independently reviewed or tested the game.

Official artwork · A Wreckord Shop Game
Official artwork · A Wreckord Shop Game

How did Wreckord Shop begin as an animated series, and when did a game first become part of the plan?

Wreckord Shop was largely inspired by my experiences working in Brixton, an area of London I’ve always had a genuine appreciation for. What fascinated me was the incredible diversity of people, cultures and independent businesses existing alongside one another, each contributing something to the area’s identity and history.

I remember seeing a record shop in Brixton Village and thinking about the significance of these spaces in an increasingly digital world. Record shops aren’t simply places where people buy music; they’re cultural archives. They preserve sounds, stories and artistic movements from different generations and communities, allowing people to discover music and connect with histories they might otherwise never encounter.

That idea became central to Wreckord Shop. I was particularly interested in the relationship between independent businesses and aspiring musicians, many of whom are working tirelessly to find an audience for their work. There’s something quite meaningful about a physical space where an artist’s music can be discovered, appreciated and preserved. I wanted to explore that world through comedy, following three musicians whose ambitions often exceed their circumstances.

British comedy was another major influence, particularly films like Anuvahood, which use exaggerated characters and satire to reflect aspects of London life. I also drew heavily from my own friendships and experiences. D.U.B., for example, is partly inspired by my best friend, who voices the character himself, while I voice Riff. Although the stories are fictional, they’re rooted in personalities, situations and observations that feel familiar to people living in London.

I began developing the series around four years ago, shortly after university, using a very modest setup: Photoshop, After Effects, Premiere Pro and a £20 microphone that I still use today. I handled almost all the drawing, animation, editing and music production myself, while inviting friends to contribute voices and occasionally collaborating with other artists. That independent approach remains fundamental to how the series is made.

The original pilot attracted some attention, including a review from an American animation studio, which encouraged me to continue developing the project. Since then, Wreckord Shop has expanded into three released episodes, animated shorts, free digital comics and a growing network of creative collaborators.

The idea for Wreckord Shop Superstar came much later. I wanted to extend the series’ relationship with music beyond the screen, and a rhythm game offered an opportunity to do that while staying true to the original inspiration.

Just as a record shop introduces people to music they might not otherwise discover, the game features tracks from independent musicians whose work I genuinely admire, including close friends of mine. It gives those artists another platform for their music while allowing audiences to engage with the world of Wreckord Shop in a more interactive way.

Ultimately, both the series and the game are rooted in the same idea: celebrating music, independent creativity and the communities that give artists a place to belong.

Official iPhone gameplay · Esteban Castillo-Velez
Official iPhone gameplay · Esteban Castillo-Velez

Why did rhythm gameplay feel like the right way to bring the characters and record-shop world to life?

Wreckord Shop has always been a music-based animated comedy, so creating a rhythm game felt like a natural extension of its world. The series follows three aspiring musicians in London, and music is central to their ambitions, personalities and the situations they find themselves in.

What interested me most, though, was the opportunity to involve real musicians from London. I wanted the game to be more than just an adaptation of the cartoon. I wanted it to become a platform where independent artists could share their music and potentially reach audiences who might not otherwise discover them.

When I first started approaching musicians about contributing their tracks, the response was incredibly encouraging. Quite a few people were genuinely excited by the idea, and some even told me they’d always dreamed of having their music featured in a video game, particularly a rhythm game. Hearing that made the project feel much more meaningful.

In a way, there’s a lovely connection between the fictional world of Wreckord Shop and the people contributing to the game. Riff, D.U.B. and Vox are constantly chasing their dreams of making it in music, and the real artists involved are pursuing their own creative ambitions.

The animated series is often quite dark and satirical, with much of the humour coming at the characters’ expense. It’s meant to be an entertaining escape from reality, but underneath that comedy is something I think a lot of artists can relate to: the desire to be heard, recognised and appreciated for what they create.

With Wreckord Shop Superstar, I wanted to take that idea beyond fiction and do something positive with it. If the game can introduce even a few people to a musician they wouldn’t otherwise have discovered, or give an artist the experience of hearing their work in a video game, then that’s something I’m genuinely proud of.

Ultimately, rhythm gameplay felt right because it allowed music to become the experience itself, while giving real independent musicians a place within the world that inspired the series.

How did you approach making the music genuinely responsive to the player’s actions?

A lot of the credit goes to the brilliant programmer I worked with, who helped turn my creative ideas into something playable. Our goal was to make the music feel interactive while keeping the experience fun and accessible.

As a small independent team, it’s been a process of experimenting, learning and improving as we go. We’ve received some helpful feedback about timing and responsiveness, which we’re looking to address in future updates.

I think that’s part of the beauty of independent projects. They might not be perfect from day one, but they’re built with genuine passion, and there’s always room to grow.

Official iPhone gameplay · Esteban Castillo-Velez
Official iPhone gameplay · Esteban Castillo-Velez

What was most challenging about translating the animation’s personality and humour into gameplay?

The biggest challenge was adapting the humour of an adult animated comedy into a game that could appeal to a wider audience. Wreckord Shop can be quite dark, rude and outrageous at times, so I wanted to preserve its personality without making the game exclusively for adults.

I focused on the characters’ individual personalities and the show’s more playful, slapstick humour. Riff is still clumsy and lighthearted, Vox is as short-tempered as ever, and D.U.B. maintains his usual confidence. You can see those traits in their reactions and the game’s cutscenes, including a ridiculous boss encounter involving three characters attempting to destroy the record shop!

Ultimately, the gameplay is more focused on celebrating music and independent artists, but I wanted the story and characters to make it feel unmistakably like Wreckord Shop. I think we managed to strike that balance.

Official iPhone gameplay · Esteban Castillo-Velez
Official iPhone gameplay · Esteban Castillo-Velez

How does London’s music culture influence the game’s setting, visual identity and soundtrack?

London has such a rich and diverse music scene that it would be almost impossible to represent every genre in a single game. For Wreckord Shop Superstar, I wanted to start by showcasing independent musicians whose work I genuinely admire, many of whom I know personally.

The game currently features pop, rock and electronic music, each with its own range of styles and influences. I think that variety offers a great starting point for reflecting London’s musical diversity, and I’d love to expand the soundtrack with more artists and genres in future updates.

Visually, the game carries over the identity of Wreckord Shop, which I’ve always designed to reflect the personalities, humour and atmosphere of London. The soundtrack also draws on British musical influences, alongside the original Wreckord Shop theme.

Ultimately, I see the game as a small celebration of London’s creative community, with plenty of room to grow.

Official iPhone gameplay · Esteban Castillo-Velez
Official iPhone gameplay · Esteban Castillo-Velez

What surprised you most while developing the game for iPhone, particularly the touch controls?

What surprised me most was simply how exciting it felt to see my characters come to life in a game you could actually play on your phone! I’d experimented with making games on my computer in the past, but I’d never taken one onto a mobile platform before.

There’s something particularly satisfying about touchscreen gameplay because you’re physically interacting with the characters and music right in front of you. Having the world of Wreckord Shop become something portable that people can play wherever they are was a really special moment for me.

What do you hope players take away from Superstar, and where would you love to take the Wreckord Shop project next?

More than anything, I hope players discover some brilliant musicians they might never have come across otherwise. Everyone who contributed music to Wreckord Shop Superstar is incredibly talented, and I genuinely believe they deserve more recognition.

The game features music from Sunday Best, Greebo, Pushkick, Billie-Angela, soma, Coupdekat, Max Everest, Shady Ember and EVIL THWEK. I’m really proud to have their work featured, and if someone discovers a new favourite artist through the game, that would mean a lot to me.

As for what’s next, my main priority is continuing the animated series. Episode 4 of Wreckord Shop is currently in development, and I’m excited to bring another chapter of the characters’ story to life.

Ultimately, I want to keep building Wreckord Shop as an independent creative project that brings people together through animation, comedy and music.

Discover the game and the original series

Find Wreckord Shop Superstar on the App Store, or explore the animation and comics at Wreckord Shop. Our thanks to Esteban Castillo-Velez for taking the time to share his story.


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