Tri-Achnid
Florian Himsl, Edmund McMillen - Tri-Achnid, Inc.
 Who are you and how are you involved with Tri-Achnid?
 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?
 Where and when did the concept for Tri-Achnid originate?
 How did the control scheme evolve? Through simple iteration or did you have an idea of how you wanted Tri-Achnid to be controlled?
 What are the physical properties being used for the movement of Tri-Achnid?
 What were the challenges in designing levels to take advantage of Tri-Achnid’s wide range of capabilities?
 Over the course of development, what was Tri-Achnid's most serious issue and how was it resolved?
 What’s one thing you did wrong that you feel could have been avoided?
 What’s something you do as a team that helps you to remain focused and productive?
 How long was Tri-Achnid in development? How much development time remains?
 From rejected to finalist – what changes do you think made the game a success in the judge’s eyes this year?
 What was used to make the game and what tools aided in development?
 Is there anything about Tri-Achnid that you would like to reveal to other developers?
 What’s next for you?
Goo!
|