Goo!
 Who are you and how are you involved with Goo!?
 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?
 What made you decide to enter Goo! into the IGF?
 Where and when did the concept for Goo! originate?
 It looks like the game is targeted towards Xbox (or perhaps the Windows Live! platform?). Is there a PC version and if so how does it handle multi-core processing to aid in the liquid physics?
 What kind of liquid physics model is behind the Goo and what research led to its development?
 How difficult was it to tweak the model so that the Goo actually performed as the gameplay required?
 How does the AI system combine its properties to form different types of enemy Goo?
 What was the reason for bothering to implement a background run off beat detection?
 Over the course of development, what was Goo!’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 Goo! in development? How much development time remains?
 What was used to make the game and what tools aided in development?
 Is there anything about Goo! that you would like to reveal to other developers?
 What’s next for you?
Fret Nice
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