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IGF 08 Interviews Part 1


Audiosurf

Dylan Fitterer - Invisible Handlebar, LLC

Who are you and how are you involved with Audiosurf?

I'm the designer and programmer of Audiosurf, Dylan Fitterer. I launched BestGameEver.com a while back and released a new game every Friday. One of those 7-day games, Tune Racer, has grown into Audiosurf.


What sparked your game development flame?

Magic: the Gathering first got me thinking like a game designer. It's a brilliant game and I spent months and months developing new cards and game variations. The first computer game I attempted was a stupidly ambitious FPS which included nearly all the depth of the collectible card game. It was a massive failure and I was completely hooked anyway.


What set you on the indie path?

Mostly a lack of confidence - I didn't see anywhere I could fit in the main industry. Lucky for me it went that way.


In this day and age, how would you define an independent game developer?

An independent game developer is one who can follow a game design wherever it leads.


Every year the difficulty bar lowers on making small games. How do you view the landscape of game development when everyone can make a game?

A lot of things have become easy, but none of those things can make a game really interesting - because they're easy. Not that games need amazing technology to be interesting. It could be amazing design too, but both are hard.


What’s one thing you value most about this industry as opposed to other forms of entertainment?

I love the frontier feeling of games. It just seems like there's so many surprises left.


What made you decide to enter Audiosurf into the IGF?

I watched it go by a few times and it was finally the year! It's hard to let other people judge the game and especially hard to ask for it, but being an IGF finalist has brought a lot of attention to Audiosurf. I just couldn't be happier.


Where and when did the concept for Audiosurf originate?

It's hard to pin down an origin point since it went through many variations. The Tune Racer prototype from BestGameEver was the first time it took a shape you could recognize as Audiosurf. But even after that, it went in many directions.

It was Rez that inspired me to try building music games. Rez is such a perfect synthesis of gameplay and music. That and Acid Music set me exploring game/music-authoring combinations. I did a prototype called Loop Hoops in that direction. You scored baskets at separate music stations to bring loops into a live song.

Audiosurf is different since it's about getting into music that's already recorded, but I do think musicians will enjoy writing stuff to ride in. You could even think of that as level design.


How did you settle on the visual design for Audiosurf?

Without a lot of direction - I tried everything that came to mind and then picked favorites. It had to be abstract to fit the mood of any music, primarily procedural to match the shape of any song, and colorful to display the traffic's synchronization with beat intensities. Inspiration came from lots of places like Darwinia, Rez, Drivey, and F-Zero.


Over the course of development, what was Audiosurf’s most serious issue and how was it resolved?

Probably that the music synchronization was taking place out in front of the player's vehicle. Audiosurf used to only react to music at the instant you heard it. The traffic/music patterns had to be created in a fog just ahead of the player.

That was solved by analyzing the entire song before play begins. Now the music reaction is synced exactly with the player's vehicle, yet they can still look off in the distance to see upcoming patterns. This had the added benefit of giving the player a graphical sense for anticipating their music. Enhanced anticipation is a pretty big part of what makes Audiosurf a memorable experience.


What’s one thing you did wrong that you feel could have been avoided?

I chased many, many dead ends. That's not really an error - it's part of the process. However, some of them went way too far and should have been killed off earlier. I hate to think of the number of hours I spent trying to force Audiosurf's boss battle variant to be fun.


How long was Audiosurf in development? How much development time remains?

Audiosurf has been in development 3-4 years and the finish is close. I've promised February 2008 on the Audiosurf website to create a new deadline now that the IGF deadline has passed.


What was used to make the game and what tools aided in development?

Audiosurf is built in Quest3D and C++. It incorporates some great libraries such as BASS, MusicBrainz, Subversion, and the iTunes (Quicktime) SDK.


What's the main thing you think makes your game fun?

Your music. You choose the mood, the pace, the challenge. To play a short ride - choose a short song. You can create a unique racetrack to match the experience you want and it's just one click.


What’s next for you?

I haven't been to GDC since 2001 and am excited about going next year for the Independent Games Festival. After that, another music game or a whole new direction? We'll see.






Battleships Forever


Contents
  Introduction
  Audiosurf
  Battleships Forever
  Clean Asia!
  Noitu Love 2: Devolution
  The Path

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