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Interview with Jonathan Blow
How hard is to enter the game industry? Will next-gen consoles have an effect on independent game development? What kind of message am I allowed to express in my game? How do I design a game?
If you are a regular reader of our forums, you'll recognize these are some questions that occasionally pop up - and for which it's sometimes pretty hard to get an answer. So why not ask them to industry professionals? We did.
This series (because yes, it is a short series of interviews) is just about that: asking questions to successful and sometimes famous game developers around the world, and bringing back their answers to you. It's all about experience, philosophy and game development.
 So, who are you? Can you give us a brief biography / history?

 How did you become interested in game development? What drove your interest/passion for game development at that time? What about today?
 Next-gen platforms, mobile gaming, massive online games... it looks like there is a revolution underway. In your opinion, what is the future of game development?
 Can independent and hobbyist game developers fit in this future? What could be their role?
 How do you see the indie and mainstream markets in the future?
 As you know, we had a fair amount of controversy on recent independent games like Super Columbine Massacre RPG. Do you think that games (and in particular independent games) are a good medium to express artistic, political or social messages?
 After the controversy regarding Super Columbine Massacre RPG, you decided to withdraw your game, Braid, from the Slamdance Festival. What are the impacts of such a decision from an independent game developer perspective?

 Many of our readers are interested in the nuts and bolts of game development. How do you take your games from concept to completion? Do you follow an architectural route, designing as much of the game up-front and building to a rigid blueprint? Do you prefer a more iterative approach, building up from prototypes and refining the gameplay as you go? Or do you have an alternative system which you feel works best for your team?
 As you may know, the audience of GameDev.net is made up of a large number of dedicated hobbyists and independent game developers. What would you say to those who want to find their way into the mainstream game development industry?
 What qualities do you feel an indie game developer needs to succeed in the industry today?
 What is one secret you would like to share with our readers?
Interview conducted by Emmanuel Deloget
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