FEIST
Florian Faller and Adrian Stutz - Filthy Grip
 Who are you and how are you involved with FEIST?
 What sparked your game development flame?
 With so many publishers and big studios struggling in today’s economy, do you think this is a year where indies and small teams will really shine in terms of innovation and impact in the industry?
 Where and when did the concept for FEIST originate?
 Over the course of development, what was FEIST’s most serious issue and how was it resolved?
 How does the visual art style lend itself to the game and where does it come from? For example, does it express something about the game or affect the gameplay directly?
 Does the title stand for anything, or is the all-caps an aesthetic choice?
 What’s one thing you did wrong that you feel could have been avoided?
 How long was FEIST in development? How much development time remains?
 What was used to make the game and what tools aided in development?
 What was the most important lesson you learned during development of this game?
 What's the main thing you think makes your game fun?
 Is there anything about FEIST that you would like to reveal to other developers?
 What’s next for you?
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