Snapshot Adventures: Secret of Bird Island
 Who are you and how are you involved with Snapshot Adventures?
 What sparked your game development flame?
 What set you on the indie path?
 In this day and age, how would you define an independent game developer?
 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?
 What’s one thing you value most about this industry as opposed to other forms of entertainment?
 Returning to the IGF once more, how do you feel the event has evolved and matured over the years?
 Where and when did the concept for Snapshot Adventures originate?
 Over the course of development, what was Snapshot Adventures’s most serious issue and how was it resolved?
 What’s one thing you did wrong that you feel could have been avoided?
 You guys pull off some pretty neat tricks with the 3D bird models, creating a very believable depth to your 2D world. On a scale of one to ten, with ten being a complete overhaul, how much did you need to modify Torque Game Builder to get this effect?
 The way the title is laid out, it sounds like a franchise in the making. Any plans yet for future Snapshot games?
 As you’ve said, you guys do a lot of community-oriented outreach for your games. What’s one valuable lesson you’ve learned over the years in regards to dealing with a large community of players?
 What’s something you do as a team that helps you to remain focused and productive?
 How long was Snapshot Adventures in development? How much development time remains?
 What was used to make the game and what tools aided in development?
 What's the main thing you think makes your game fun?
 Is there anything about Snapshot Adventures that you would like to reveal to other developers?
 What’s next for you?
Tri-Achnid
|