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Qwak is a charming 2D platformer game that runs on a variety of platforms. I played the demo of the new PC version, and I immediately slipped back into my high school days in the early 80's, when I would go to the arcade most every day.
I see elements in Qwak that remind me of several of my favorite platformer games...in the musical style, the gameplay, the visuals. But Qwak isn't a clone of these games. It is, to me, a unique blend of similar elements, a projection of earlier arcade games, and of console games that were available at the time it was first released. This is nostalgic for me!
And it is loads of fun!

Screen shot of Qwak
Jamie Woodhouse is the developer of Qwak, and he joins us today for a candid discussion about the game, his influences and his experiences as an indie developer.
 Jamie, tell us about yourself, and briefly describe Qwak, from your own point-of-view. What were your influences and how did you develop the idea?
 Interesting! Actually, the games you mentioned are completely different from the ones I thought about: Pengo (bird character!), Pooyan (not sure why…musically maybe), Mappy…
 I can see that being the case with Qwak (though I haven’t played through all the levels and haven’t played it on the Beeb). But isn’t that one of the things that pushes you to keep playing platformer games…the challenge of the nearly impossible level? I remember playing the earlier Oddworld games on the Playstation and there would be the occasional level where you had to time a jump to within…what must have been a one or two pixel tolerance. Madness! But you keep playing till you finish the level!
 Tell us about your testing and quality assurance process. Do you hire outside testers? I’m sure it has been different when you worked with publishers.
 How do you manage your defect/bug tracking and source control. Do you use any software tools to help with this? Has this changed over the years?
 What are some of the features of Qwak that set it apart from other platformer games?

Screen shot of Qwak
 I really like that the levels are somewhat random, with a different starting point each time, and with the exit door assigned differently. It adds some interest.
 Did you add any of these features as an afterthought? Now that I understand that you didn’t have a specific goal when you began the project, what was your design process? Tell us about any formalities…about the process you used. Do you have a design document? A scream/sell sheet for sending to publishers (when you weren’t self-publishing)?
 Were the publishers quick to respond? What advice can you offer other developers who wish to pitch an idea to a publisher?
 The PC version was just released. What other platforms does Qwak run on? Which platform is the most popular? Which is your personal favorite for playing the game?
 The GBA version is great. The size of the elements onscreen is well balanced on that device.
 How do you see your own thoughts about level design, about game design, changing as you immerse yourself more into PC development?
 How many people were on the Qwak team? Did this change over the years?
 How long did it take to complete the level design, e.g., for the original version?
 Do you have any opinions about whether it is easier now, or more difficult, to self-market an indie game? I’m thinking of social networking…blogs, YouTube, message boards, marketing within virtual worlds, etc., the idea of viral marketing gone right or wrong. I can think of some amazing marketing successes and some failures that have happened.
 How did you fund development of Qwak? Have sales enabled you to develop the versions for other platforms? Has there been any investment that you can speak of?
 Have you supported yourself, then, primarily by doing game development consulting work and with Qwak? Do you have a “day job” also (delivering pizza or selling real estate or working as an auto mechanic or doing boring programming)?
 Which platform did you most enjoy developing for? Why?
 It was that way on early personal computers as well. I wrote programs for the Apple II, the Commodore VIC-20, the Atari 8-bit series. I remember having to remove white space and change variable names from 5 characters down to a single letter so that the interpreted code for a BASIC-based game would both fit into RAM and run at the same time. It was a challenge, and a lot of fun to get something to work on very limited hardware. And as you say, you knew it would work on everyone’s copy of the computer!
 How have your tools changed over the years? And by that I mean coding language/compiler, debugging tools, art tools. How does your PC-based asset pipeline look compared with, say, the Amiga?

Screen shot of the Qwak Level Mapper
 Tell us which API’s you used for the PC version? Did you use any open source for the PC or any other version? (If so, that surely would have changed over the years, I think!)
 Can you reveal anything about your sales over the years?
 How has your sales methodology changed over the years?
 How did you come to be so inclined? Has your experience with publishers changed over the years, and if so, how?
 Are you working on any new game ideas at this time?
 Are you going to continue operating as an indie game developer? Tell us about any other plans you may have, moving forward?
 Jamie, thank you for spending time with me to discuss Qwak and your own history and experience. It’s been a pleasure!
(Readers can download a demo or purchase a copy of Qwak from the game’s website, http://www.qwak.co.uk/)
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