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	<title>Interviews - Articles</title>
	<link>http://www.gamedev.net/page/resources/_/business/interviews/</link>
	<pubDate>Sat, 25 Feb 2012 23:16:51 +0000</pubDate>
	<ttl>43200</ttl>
	<description>Interviews where we talk to game developers on various topics and issues in the games industry</description>
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		<title><![CDATA[Getting your app on Intel AppUp: Porting &#34;A...]]></title>
		<link>http://www.gamedev.net/page/resources/_/business/interviews/getting-your-app-on-intel-appup-porting-a-r2780</link>
		<description><![CDATA[<em class='bbc'>This is a sponsored post paid for by Intel</em><br />
<br />
The following is a continuation in a series of articles on bringing your app to Intel <a href="http://altfarm.mediaplex.com/ad/ck/12124-114967-26654-5?mpt=18845891">AppUp</a><img src='http://altfarm.mediaplex.com/ad/tr/12124-114967-26654-5?mpt=14584309' border='0' style='margin:0px'>, Intel’s app store for Intel Atom™  based mobile devices. This is an interview conducted by Bob Duffy,  Intel AppUp Developer Community Manager with developer James Brown on  his experience in bringing his award winning game "<a href="http://altfarm.mediaplex.com/ad/ck/12124-114967-26654-6?mpt=18845891">Ancient Frog</a><img src='http://altfarm.mediaplex.com/ad/tr/12124-114967-26654-6?mpt=62216102' border='0' style='margin:0px'>" from the Intel AppUp center.<br />
<br />
If you’re interested in learning more about developing for Intel AppUp, we invite you to enroll in our <a href="http://altfarm.mediaplex.com/ad/ck/12124-114967-26654-5?mpt=18845891">AppUp developer program</a><img src='http://altfarm.mediaplex.com/ad/tr/12124-114967-26654-5?mpt=39521798' border='0' style='margin:0px'> today. You should also consider competing in our <a href="http://altfarm.mediaplex.com/ad/ck/12124-114967-26654-7?mpt=18845891">challenge, which awards cash prizes on a monthly basis</a><img src='http://altfarm.mediaplex.com/ad/tr/12124-114967-26654-7?mpt=24031912' border='0' style='margin:0px'> to the best apps in select categories.<br />
<br />
<br />
<strong class='bbc'>Q. What was you inspiration for the game?</strong><br />
<br />
<strong class='bbc'>James Brown:</strong>  Ancient Frog was born out of my departure from the mainstream games  industry. My background was very broad - designer, programmer, artist,  producer. But the games industry had become huge and stratified, and I  ended up at Lionhead / Microsoft as a manager of a team of programmers  with no real creative input, which was about as far from my ideal job as  I could imagine.<br />
<br />
I decided to start my own games again. I was  led to the idea for Ancient Frog by the constraints I had set myself. I  needed a game small enough that it could be completed to a professional  standard by a solo developer. With a puzzle game, once you've nailed the  puzzle mechanic, the rest is just variations on that theme. I also  wanted a central character, cute without being cutesy, with a bit of  personality to it. Since I'm not an animator, which set me looking into  procedural animation systems, and the idea of a rock-climbing game  involving a gecko sort of coalesced out of that.<br />
<br />
Once I'd thrown  together a stick-figure prototype, the idea morphed and evolved as I  played around with it. The gecko became a frog because frogs have longer  legs at the back than the front, which introduces some interesting  decisions for the player. The climbing aspect faded out to the slightly  more abstract stepping-on-droplets idea. The animation system became  more explicit - you don't drive the frog, you drag one limb at a time -  which both made it a more interesting puzzle, and meant that the player  was the one creating the animation, rather than the game.<br />
<br />
It was  quite a prolonged journey from that initial prototype to the final game  (during which time I changed country and spent a while building digital  interactives for museums), but it the fundamental idea remained very  clear in my mind throughout.<br />
<br />
<br />
<strong class='bbc'>Q. How did you deal with hardware differences such as multi-touch vs mouse & keyboard and accelerometer in the iPhone?</strong><br />
<br />
Ancient  Frog doesn't really use any hardware that can't be replicated with a  mouse or trackpad. I do use the accelerometer to influence the direction  the petals fall in the 'win' animation, but it's hardly a game-breaker  to lose that. Multitouch is used on the iPad version so that you can dip  more than one finger in the water at once - again, no big deal to lose  out on that.<br />
<br />
On the touch-screen versions of Ancient Frog, the  game starts with an introductory tutorial which takes control away from  the player. This is admittedly annoying to some players (but  play-testing had shown it was necessary to teach some of the control  gestures). But for some reason, on a machine with indirect control - a  mouse or trackpad - it becomes completely unacceptable. I'm not sure why  - possibly it's that not responding to a touch is something that's  always context-sensitive, and so expected, while not responding to the  mouse feels more like the machine has hung, and is not expected.<br />
<br />
At  any rate, I had to change the tutorial to be a more hands-off piece of  advice. I also removed the gestural 'undo' and 'redo', partly because  gestures are awkward on a mouse/trackpad device, and partly because the  increased screen space means there's room for on-screen buttons. Having  buttons on the screen also means the player is encouraged to play with  them to see what happens, which removes some of the load from the  tutorial.<br />
<br />
<br />
<strong class='bbc'>Q: Did anything surprise you about the  porting process – harder than you thought, easier than you thought? Did  you lose or enhance features for the Netbook?</strong><br />
<br />
The approach  Ancient Frog uses to create its look, with multiple blending passes, is  very fill-rate intensive. I'd had a hard time of it on the iPad port,  which I'd done just before the netbook version, because the iPad's GPU  simply can't handle that much overdraw. I had to put a lot of work into  baking the lighting in to the textures, removing elements from the  layout, and generally slashing it down so that it would run. So I was  worried, coming to the netbook version, that I'd have the same problem.  As it turned out I was pleasantly surprised by speed of the integrated  graphics chip, and I didn't need to cut anything.<br />
<br />
<br />
<strong class='bbc'>Q: How do you compare the game play between the devices?</strong><br />
<br />
 The game play is essentially the same on all devices. On the handhelds,  the look of the levels is simplified - they just have one layer, and are  cropped tightly in to make the most use of those tiny screens. On the  netbook versions there's more room for the frogs to breathe, and some  playful background elements to prod at. But apart from some small tweaks  to the difficulty progression, the puzzles are identical.<br />
<br />
<br />
<strong class='bbc'>Q:  Did you require any support from Intel in the process? How was the  submission process & support for Intel AppUp center compared to  other stores?</strong><br />
<br />
The whole process was straightforward. I had  one validation failure because I'd managed to build against an old  version of the SDK, but after that everything just sailed through.<br />
<br />
<br />
<strong class='bbc'>Q: Would you do anything differently or do you have any tips for developers looking to port to Intel AppUp?</strong><br />
  <br />
The  only thing I'd do differently would have been to do it sooner. There's  so little effort involved in building for the AppUp Center, and I'm  really excited to see where it goes.<br />
  <br />
The best advice you can  have for porting from iPhone to AppUp is to build your iPhone app with  porting in mind from the beginning - use straight C++, and avoid the  Apple-specific APIs. If you've already finished your iPhone version and  you're wondering whether it's worth the work refactoring it to be more  platform-independent, there are benefits for the original code quite  apart from having a new port. Different devices tend to expose different  subtle bugs, and since the code is the same across all platforms, the  fixes you make will benefit every version.<br />
  <br />
If you're going to  build for both iPhone and AppUp, it makes sense to treat AppUp as your  primary target during development. You want to be able to iterate  quickly, and debugging to a netbook is considerably faster than the iPhone simulator or downloading to the physical hardware.<br />
<br />
<br />
<strong class='bbc'>To read an extended interview with James Brown, <a href="http://altfarm.mediaplex.com/ad/ck/12124-114967-26654-6?mpt=18845891">please visit our blog</a><img src='http://altfarm.mediaplex.com/ad/tr/12124-114967-26654-6?mpt=22591124' border='0' style='margin:0px'>. And don’t forget to <a href="http://altfarm.mediaplex.com/ad/ck/12124-114967-26654-5?mpt=18845891">enroll today</a><img src='http://altfarm.mediaplex.com/ad/tr/12124-114967-26654-5?mpt=99606265' border='0' style='margin:0px'> to get your apps on AppUp!</strong>]]></description>
		<pubDate>Wed, 19 Jan 2011 21:03:54 +0000</pubDate>
		<guid isPermaLink="false">f7bbcc6ef14fd79655f09efb14b99316</guid>
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	<item>
		<title>Interview with Firelight Technologies</title>
		<link>http://www.gamedev.net/page/resources/_/business/interviews/interview-with-firelight-technologies-r2776</link>
		<description><![CDATA[As the game industry become larger, more complex and more expensive the need to streamline development became vital. The emergence of middleware software was inevitable. Middleware offers many great features, help teams meet deadlines, lower production costs and can help elevate the results of any project - large or small. Over time middleware has touched nearly ever discipline of the game industry and the feature sets, benefits and depth of these tools is becoming staggering. FMOD, the premiere audio middleware platform is no exception. I recently got to talk with Martin Wilkes, Sales & Business Manager from Firelight Technologies, the company behind FMOD, to talk about the stature of the toolset, exciting developments coming just around the corner and how the company’s philosophy attributed to the success of FMOD. <br />
<strong class='bbc'><br />
FMOD has become a staple in several of the major engines available on the market including CryENGINE, Unity, Unreal Engine 3, BigWorld and Trinigy’ Vision Engine. Congrats! That’s quite an accomplishment! If you can, what are some of the next big milestones Firelight hopes to tackle in the coming months and years?  </strong><strong class='bbc'><br />
<br />
Martin:</strong> Yes, the whole team here at FMOD are really pleased with the engine partnerships. We have worked with many such as the Crytek team for quite a while now, and to add companies such as Unity and their fantastic engine, as well as the Trinigy Vision Engine and Bigworld is something that we hope helps the developers that use the different engines. So looking into the future, FMOD Studio is our biggie. But that will be next year.<br />
<br />
 For that we are looking forward to some announcements with the team at Pyramind in San Francisco. Can’t say too much, but keep your eyes out for the new FMOD training videos.<br />
<br />
 One area where FMOD has focused is that of the Simulator markets for both civil and defence. It has been a long path towards getting these markets to look at the tech from the video game markets and recognize, both its suitability and its cost. We are using some of the most advanced tech in the world market to build games. So FMOD has worked hard to expose the advantages of the game development technology with some awesome results.<br />
<br />
 We have a heap now using FMOD for their audio playback, and these include some of the biggest brands in the world such as Lockheed Martin and Kraus Krauss-Maffei Wegmann, (who make Panzer tanks). Another big one would be the partnership with Total Immersion for their DARPA funded military engine.<br />
<strong class='bbc'><br />
<br />
Being a sound designer myself, I’m very excited to hear FMOD is supporting iPhone and iPad game development! What more can you tell our readers about this, as the native audio engine for those Apple products is fairly limited in what it can do.  </strong><br />
<br />
We are big fans of the iPhone and iPad, not just because they are cool, but for what they have done to the market place and the opportunities that they have provided to many indie developers. FMOD has been designed from the ground up to be scalable and runs on many low-spec platforms, so we are used to maximising functionality on limited hardware. There are some really clever games around. The Tapulos guys have done some really clever work with the audio on their rhythm games. With some prebaking of audio effects, it leaves a little space to add effects during game play.<br />
<br />
 So in terms of the FMOD iPhone product, it provides support for FMODs full suite of cross platform features. It offers hand optimized resampling and mixing routines for best performance on all iOS devices. This is cool. And the big one, it utilizes built in hardware decoding capabilities of iOS devices, abstracted behind FMODs interface. That is a big win for developers.<br />
<br />
  <br />
<strong class='bbc'>Since FMOD is beginning to support mobile entertainment on Apple products, can we expect something for other mobile platforms such as the Droid or Windows mobile devices?  </strong><br />
<br />
Unfortunately we are unable to support the Windows 7 Mobile platform due to technical reasons. As for Android, we have versions under testing at the moment. Interestingly, we still see more enquiries for the Apple products. Not sure if it is across all territories, for we are still waiting for both to gain some more momentum. Not in terms of apps, which seem to be strong on Droid, but more in terms of games, where with some of the big publishers such as EA pushing into the space, the Apple products seem to have a stronger hold.<br />
<br />
 But the one we are really excited about would be Nintendo 3DS. That looks cool!!<br />
<br />
  <strong class='bbc'><br />
I worked extensively with FMOD while creating sounds and music for LEGO Universe and one of the things that really made a strong impact on me was how fluid and deep FMOD was. I could create a sound then quickly and easily implement a situation where that sound’s playback was always different and unique. I’ve read that FMOD Designer 2010 has an improved layout and will further enhance workflow. Care to expound on that?  </strong><br />
<br />
One of the big requests that we have seen is for support on managing large projects. Games are getting so full of content and some will have 1,000’s of sound files to manage. To help with this we played with the setup of the interface, made the windows as floating panes and reorganised most of the commonly used features. Then we also added what we call the “bird’s eye view”. This gives a graphic view of every sound in the project and can read different parameters from volume to roll off. This then allows the sound designer to quickly scan across their entire project and leap directly into individual event and alter them quickly. It’s a great graphical representation of all the sounds and allows the designer to alter quickly and also identify any incorrect levels.<br />
<br />
 <p class='bbc_center'><a href='http://www.flickr.com/photos/gamedevnet/5190978158/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm5.static.flickr.com/4128/5190978158_9484c6657e.jpg' alt='Posted Image' class='bbc_img' /></a> <br />
<br />
<p class='bbc_left'>We’ve also added a simplified editor for creating all the basic sound effects in a game. With this new editor the sound designer can setup a playlist, apply randomization, and assign bank and resampling settings all in the one screen. This will really speed up the creation of assets in projects large and small.<br />
</p></p><br />
 <p class='bbc_center'><a href='http://www.flickr.com/photos/gamedevnet/5190978118/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm5.static.flickr.com/4153/5190978118_e09edcb456.jpg' alt='Posted Image' class='bbc_img' /></a>  <br />
<br />
<br />
</p><strong class='bbc'>So, a partnership with Izotope is in the works? That should really add to the already impressive DSP power of FMOD! Tell us more about that!  </strong><br />
<br />
Yes, and totally excited by this. One area that game developers have suffered in, is that of DSP plug ins that are such a part of premium audio, both music and film. So to partner with a company like Izotope is fantastic. They have some of the best DSP effects available, and we have finally met a company that is willing to put in the time to understand our game development market. It is different to what Izotope are used to and big Kudos to them for putting in the effort to work with a company like FMOD to get an understanding of what we are looking for and some of the barriers such as memory and CPU that DSP effects must deal with . Alex and his team sound like they are going to be a great addition to the global game development market and by working with Izotope, we have found a system in FMOD that can support the effects., And these are Pro-Audio effects that are what we at FMOD and almost all our developers have been chasing for a long time now. We are meeting with Izotope next week and we are both working with one of the premium publishers on a title that is going to push the boundaries in this field. This gives both Izotope and FMOD a great opp to get this right for the market. We expect to be offering this not long after the next GameSound Con in San Francisco in November.<br />
<br />
  <br />
<strong class='bbc'>One of the biggest attributes to FMOD and Firelight is the fantastic customer support! Any time I (or someone on my team) sent off an email to Firelight, we’d usually hear back between 6-12 hours later. Considering that we were in the US and Firelight is in Australia, that’s very impressive! Tell me about the company’s culture and philosophy regarding customer support and relations.  </strong><br />
<br />
There is nothing more important.<br />
<br />
 When a developer needs an issue resolved, any major delay in solving that issue puts pressure on everyone, and when the projects are in their final stages and deadlines are looming, this is vital.<br />
<br />
 So yes, this is a priority at FMOD and we are lucky as we are based in Sunny Australia. Which is nice for lifestyle (best food, coffee, sport, beaches and clubs) but more importantly it puts between the two large development regions, being the USA and Europe. So that means we have contact during work hours into both territories, which allows us to chat as well as have quick email responses. It does help that the FMOD community has been around for a long time now, so heaps of smaller questions are answered by the community on the forum. This allows us to focus and respond to larger questions.<br />
<br />
  <br />
<strong class='bbc'>What other ways is FMOD striving to reach out to new users as well as support current users?  </strong><br />
<br />
We are working hard to put together a heap of supporting videos and tutorials to assist the FMOD users. We have already set up a new FMOD TV page on You Tube and will begin to post a heap of videos there. We are also looking forward to the announcement with Pyramind, which will be a ripper. Yes, more videos, and with some of the best audio production houses.<br />
<br />
 We also have something in the wings that will be another video offering. We hope that this really suits the sound designers, something along the lines of a post production review of some of the big titles that are using FMOD.<br />
<br />
  <br />
<strong class='bbc'>I’d like to add that for a non-commercial, hobby project, FMOD is free! This certainly allows young sound designers and hobbyist teams to have access to this great toolset and get their feet wet with it. I find it very encouraging that Firelight adopts this attitude towards new, young developers.  </strong><br />
<br />
Absolutely. We are big fans of the indie’s so free to use for all hobbyist and non commercial projects. Also free to all schools and universities that want to use FMOD in class to teach game audio. There are heaps of these.<br />
<br />
  <br />
<strong class='bbc'>Certainly sounds like 2010 has been a stellar year for FMOD with major updates to the product, new partnerships, many shipped games using FMOD and now several awards! Small Business Exporter of the Year and FMOD was the Arts category with commendations! Awesome. I bet the mood around the office is one of excitement, pride and energy towards the next year to come!  </strong><br />
<br />
We love it!! We love games, we love audio and people give us awards for doing it. How good is that?!<br />
<br />
 But seriously, a big thanks to our local government in Victoria, Australia for the support they are giving our industry. Our first visits to China were with the government, and that is a fantastic markets. Still plenty to learn, but so keen to do it. Yes, it has been a good year, but it all moves quickly. Let’s see if our hard work on projects such as the new FMOD Studio comes off. But again, we will have to wait until GDC.<br />
<br />
  <br />
<strong class='bbc'>Gamedev:</strong> Thanks so much for your time and the great info Martin! Continued success to you and the folks at Firelight!<br />
<br />
 <em class='bbc'>Firelight Technologies was started in May 2002 and is located in Melbourne, Australia. More information can be found at: <a href='http://www.fmod.org/' class='bbc_url' title='External link' rel='nofollow external'>http://www.fmod.org/</a>.</em>]]></description>
		<pubDate>Fri, 19 Nov 2010 18:21:49 +0000</pubDate>
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		<title>IGF 2010: Jamie Cheng</title>
		<link>http://www.gamedev.net/page/resources/_/business/interviews/igf-2010-jamie-cheng-r2761</link>
		<description><![CDATA[<strong class='bbc'><span style='font-size: 18px;'>About the Independent Games Festival</span></strong><br />
<br />
The IGF Awards take place on the evening of the third day of Game Developers Conference, and are a major celebration of the best in indie gaming, with thousands <a href='http://www.igf.com/2007igfgallery.html' class='bbc_url' title='External link' rel='nofollow external'>watching the award presentation</a> before the <a href='http://www.gamechoiceawards.com/' class='bbc_url' title='External link' rel='nofollow external'>Game Developer's Choice Awards</a> are presented. The 2009 IGF Awards, including custom interstitials from Mega64, are <a href='http://www.igf.com/video/2009/index.htm' class='bbc_url' title='External link' rel='nofollow external'>available for online viewing</a>. All GDC visitors can attend the awards. <em class='bbc'>[From <a href='http://www.igf.com/01about.html' class='bbc_url' title='External link' rel='nofollow external'>IGF about page</a>]</em> <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>About Shank</span></strong><br />
<br />
Shank is Klei’s perspective on what a 2D brawler can be. The game tries to combine a great sense of control, graphic novel art direction, and high-quality animation to provide a cinematic experience. <em class='bbc'>[From <a href='http://www.igf.com/php-bin/entry2010.php?id=104' class='bbc_url' title='External link' rel='nofollow external'>IGF info page</a>]</em><br />
<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>Interview with Jamie Cheng</span></strong><br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Who are you and how are you involved with Shank?</span></strong><br />
<br />
I’m Jamie Cheng, founder of Klei.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How did you become interested in game development?</span></strong><br />
<br />
Ever since I can remember? I grew up in Hong Kong playing Japanese video games, then moved back to Canada where I studied Computing Science. I tried several times to create a full game, and finally cobbled together what became <em class='bbc'>Eets</em> with a group of friends.<br />
<br />
My first professional game dev job was at Relic Entertainment where I was an AI programmer. Writing the AI for the original <em class='bbc'>Warhammer 40,000: Dawn of War</em> was a hugely defining experience for me. It was a fantastic time.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How and when did the concept for Shank originate?</span></strong><br />
<br />
Jeff (Agala, Creative Director) and I thought up the concept while working on our previous game, <em class='bbc'>Sugar Rush</em>. We were talking about creating experiences for the player, and we got terribly excited when we realized that with the crew and technology that we had, we could create a fantastically cinematic game but still keep it grounded in great gameplay.<br />
<br />
So we decided to just go for it, and in January 2009, our whole team jumped on the idea of creating a new defining <em class='bbc'>Double Dragon</em> experience.<br />
<br />
<br />
<p class='bbc_center'><span rel='lightbox'><img src='http://farm2.static.flickr.com/1285/4712687535_b99a7f423c.jpg' alt='Posted Image' class='bbc_img' /></span></p><br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Over the course of development, what was Shank’s most serious issue and how was it resolved?</span></strong><br />
<br />
When we started development, we had no pipeline to build the huge levels that Shank needed. There’s just a ton of content needed to bring a level in Shank together, and this was hard on both the artists and the programmers.<br />
<br />
For example, Chris Costa spent months listening to designers and artists’ feedback about the level creation pipeline, and working with the other programmers to allow the game to read giant amounts of data. Without that effort, we just wouldn’t have been able to create this game.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What’s one thing you did wrong (individually or as a team) that you feel could have been avoided? How?</span></strong><br />
<br />
With a brand new pipeline and a game with way more content than we had handled before, we definitely had some problems with defining the stages of creation. It’s hard to say what we could have done to avoid it because we didn’t really understand the problem space.<br />
<br />
Again, level creation suffered from this, but now that we’ve been through it, our tools and process have evolved so that the steps of how to design a level, how to create the art, what the steps are for iteration, and the final polish points are all a lot more defined and less rework has to happen.<br />
<br />
This is true for all the content in the game, and the learning and improvements is going to translate into creating a more solid process for content creation in future games, and ultimately a happier development team and a games. Shank is actually our smoothest production yet with the least amount of overall overtime, but there’s still lots to be improved.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>If there was one thing you could look back on during development and say “that was really cool” – what was it and why?</span></strong><br />
<br />
When you build a game, there’s always the stage where everything looks like crap, and then seemingly all of a sudden everything works. For us that was about a week before we demoed at PAX2009.<br />
<br />
We saw all the choices that we had made become a cohesive package, and seeing other players smile and laugh maniacally as they tried it out was intensely satisfying.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How long has Shank been in development? How much development time remains?</span></strong><br />
<br />
We started in January 2009. We’re shipping in the Summer, so it’s definitely looming!<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What was used to make the game and what tools aided in development?</span></strong><br />
<br />
From the technical side: Visual Studio, Lua, Fmod, Scaleform, Hudson CI, various other tools, and most importantly, our own homegrown tools and pipeline.<br />
<br />
From the artistic side: Flash, Photoshop, and various other programs.<br />
<br />
<br />
<p class='bbc_center'><span rel='lightbox'><img src='http://farm2.static.flickr.com/1287/4713326364_eb46ce2556.jpg' alt='Posted Image' class='bbc_img' /></span></p><br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What’s the main thing you think makes your game fun?</span></strong><br />
<br />
I would argue that all the details matter, and we built the game so all the elements support our vision of a cinematic brawler. But if you broke it down, we value the sense of control that blends with the animation. We spent the first few months iterating on just moving around, and then later on how Shank beats his enemies to a pulp, and it’s definitely where we get the most comments.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Besides the IGF, what else have you done to get your game before players? What’s worked the best?</span></strong><br />
<br />
No question about it – our showing at PAX 2009 was the best thing we’ve ever done to bring attention to the game. It was sort of a coming out party, to show the players and press what we’ve been working on and get some honest feedback.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Is there anything about Shank that you would like to reveal to other developers?</span></strong><br />
<br />
Shank is the biggest risk Klei has taken since we started the company, and we’ve grown as a team because of it. We were able to take the time to create the right tools, and building an authentic experience without politics.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What’s next for you?</span></strong><br />
<br />
Players, us included, are expecting a lot out of Shank so we’re just set on making it the best experience we can. After that, we’re going to continue to explore ways to improve the way we present our stories.<br />
<br />
We’ve been very fortunate to be able to create our own vision, and we’re going to keep refining our creative and production process to let us keep doing so.]]></description>
		<pubDate>Fri, 18 Jun 2010 20:27:11 +0000</pubDate>
		<guid isPermaLink="false">6e361e90ca5f9bee5b36f3d413c51842</guid>
	</item>
	<item>
		<title>IGF 2010: Marc ten Bosch</title>
		<link>http://www.gamedev.net/page/resources/_/business/interviews/igf-2010-marc-ten-bosch-r2759</link>
		<description><![CDATA[<strong class='bbc'><span style='font-size: 18px;'>About the Independent Games Festival</span></strong><br />
<br />
The IGF Awards take place on the evening of the third day of Game Developers Conference, and are a major celebration of the best in indie gaming, with thousands <a href='http://www.igf.com/2007igfgallery.html' class='bbc_url' title='External link' rel='nofollow external'>watching the award presentation</a> before the <a href='http://www.gamechoiceawards.com/' class='bbc_url' title='External link' rel='nofollow external'>Game Developer's Choice Awards</a> are presented. The 2009 IGFAwards, including custom interstitials from Mega64, are <a href='http://www.igf.com/video/2009/index.htm' class='bbc_url' title='External link' rel='nofollow external'>available for online viewing</a>. All GDC visitors can attend the awards. <em class='bbc'>[From <a href='http://www.igf.com/01about.html' class='bbc_url' title='External link' rel='nofollow external'>IGF about page</a>]</em><br />
<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>About Closure</span></strong><br />
<br />
Miegakure is a platform game where you explore the fourth dimension to solve puzzles. <em class='bbc'>[From <a href='http://www.igf.com/php-bin/entry2010.php?id=275' class='bbc_url' title='External link' rel='nofollow external'>IGF info page</a>]</em><br />
<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>Interview with Marc ten Bosch</span></strong><br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Who are you and how are you involved with Miegakure?</span></strong><br />
<br />
My name is Marc ten Bosch and I am the creator, programmer and designer of Miegakure.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How did you become interested in game development?</span></strong><br />
<br />
Games are a very powerful, barely explored medium. This fascinated me even at an early age.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How and when did the concept for Miegakure originate?</span></strong><br />
<br />
As a programmer I knew that position in a game does not have to be limited to three coordinates, and collision detection often isn’t much harder to program in higher dimensions. I started prototyping game ideas but only really made progress once I read Flatland by Edwin A. Abbott. It’s a famous 1884 Novella that explains higher dimensions by analogy to the perspective of a two-dimensional character living in a two-dimensional flat plane (a piece of paper for example). A number of actions we three-dimensional beings take for granted feel like absolute magic to this two-dimensional character. For example, if there is a circular wall around an object in 2D, it is essentially closed-off, since to reach it one would have to leave the 2D plane. It is also impossible for an outsider to know what is inside. But us 3D beings can see the object from above, and also simply lift it off the ground to move it outside, essentially teleporting it. Now by analogy a four-dimensional being could perform many similar miracles to us living in only three-dimensions. My goal was then to make a game that would allow you to perform these "miracles."<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>The meaning of “Miegakure” seems to be a direct tie-in to the nature of the game. How did you come across this, and was it the main catalyst that gave life to your ideas of a 4D game?</span></strong><br />
<br />
Because the player can only see along three out of four dimensions at a time, most of the world is always out of view, so I was looking for names that would include the notion of“Hidden” in their meaning. That’s how I found out about the traditional Japanese garden landscaping technique called Miegakure.<br />
<br />
Miegakure is a means of imparting a sense of vastness in a small space. It’s probably already familiar to you: as you walk around a garden, a tree or hill might obscure your view, letting you imagine the invisible part. This creates the illusion of depth and impression that there are hidden beauties beyond.<br />
<br />
Incidentally, this is what inspired the Japanese garden setting for the game. I felt the contemplative, Zen vibe fit the gameplay well.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Over the course of development, what was Miegakure’s most serious issue and how was it resolved?</span></strong><br />
<br />
One serious difficulty came up when I needed to set up the rules of the world. In which direction is gravity pulling? What is the simplest mechanic that would allow the player to move along four dimensions, when as humans we can only see three? How do you fill four-dimensional space with meaningful objects the player can interact with? Part of my strategy was to decide on rules that would extend the natural three-dimensional rules to four dimensions, while keeping them intact. Once I decided on a rule set, then came the time to program it. I extended traditional 3D game logic to 4D,but also wrote code to decide at every instant which parts of the 4D world are visible to the player and which ones aren’t. This is not a trivial task in the general case.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>One of the select press items on your site mentions the possibility of coding into 5 or even 6 dimensions. Did you think that might be just a bit too much for the player and the design of the game to handle?</span></strong><br />
<br />
Possibly. But it could be that after completing the game and getting a good feel for 4D it might be easier to grasp. Then there’s the question of finding good gameplay in there.There’s already quite a bit of good gameplay in 4D, so what would you gain from going to 5D, at the cost of added complexity? What new “miracles” does that bring, and can players even comprehend them? Most of the literature on the subject doesn’t even consider anything beyond the fourth dimension, so there’s no help there either.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What’s one thing you did wrong (individually or as a team) that you feel could have been avoided? How?</span></strong><br />
<br />
I thought the audio in the game would be further along but I didn’t realize how challenging it is to do audio at the start of a project when the visuals are abstract and the design and story are fluctuating.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>If there was one thing you could look back on during development and say “that was really cool” – what was it and why?</span></strong><br />
<br />
So, four-dimensional space is not easy to visualize. There exist some tricks, like thinking in terms of a 2D character inside 3D space and extending the ideas to a 3D character inside 4D space.But these tricks quickly break down when trying to visualize more general situations. However, once implemented the math handles all possible situations. Therefore I often couldn't fully imagine what I was going to see on screen until after the code was written! This even occurred for the main mechanic. Many interesting visual effects and gameplay elements happen in the game because I tried to never use hacks in the four-dimensional game logic.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Given the authenticity of the 4D coding, what other applications have you considered extending this to? Both in terms of game design and programs in general?</span></strong><br />
<br />
I haven’t thought about using this anywhere else. There is research being done on visualizing 4D space, but I’m more interested in the game design aspects. However, in a sense we do share a similar goal: if people can get a better grasp of 4D space by playing the game, I will have succeeded in some way.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How long has Miegakure been in development? How much development time remains?</span></strong><br />
<br />
The prototype that I presented at the experimental gameplay workshop 2009 took about a month to make. Since then I have been working on the game for about 8 months. I can't really make any announcement regarding how much development time is left.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What was used to make the game and what tools aided in development?</span></strong><br />
<br />
The game runs on a custom engine based on SDL/OpenGL. The game is written in C++ and my IDE is Visual Studio. The levels are scripted in Lua.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What resources (eg: Websites/Books/etc) do you use to aid development on your games?</span></strong><br />
<br />
I own a lot of books on computer graphics, physics, machine learning, mathematics, programming etc… For this game I now have about 20 or so books on the fourth dimension and Japanese gardens at hand.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What's the main thing you think makes your game fun?</span></strong><br />
<br />
One of my goals when creating the game was to give players something to play with they could never experience in real life. The fourth dimension might mean absolutely nothing to a player before they pick up the controller, but it turns out our brains are very good at understanding things via trial and error. In fact, as children we learned the rules of our world this way. From an evolutionary standpoint it’s probably part of the reason why we find playing games so much fun. One important way in which games stand out from other medium is that they are especially well-suited for experimentation.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Besides the IGF, what else have you done to get your game before players? What’s worked the best?</span></strong><br />
<br />
I have been showing the game at many other events. Randall Munroe played the game at PAX East and it inspired a comic on xkcd. Obviously that helped spread the word about it.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Is there anything about Miegakure that you would like to reveal to other developers?</span></strong><br />
<br />
Is there anything about Miegakure that you would like to reveal to other developers?<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How did you feel about the judge’s feedback for your game?</span></strong><br />
<br />
I only received three pieces of feedback, but I have done enough playtesting that most of the comments I received were known to me already. I appreciated the fact that most of the feedback I got was many paragraphs long.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What’s next for you?</span></strong><br />
<br />
Finish the game.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Based on your experiences to date, what advice would you give to other game developers who aspire to be in the IGF Finals?</span></strong><br />
<br />
I think having your game be very innovative in some way is going to make it stand out and help a lot. But most importantly, you need to do extensive playtesting so that you already have a good feel for how the judges will react to the game.]]></description>
		<pubDate>Mon, 14 Jun 2010 17:59:43 +0000</pubDate>
		<guid isPermaLink="false">cc255b9a267faa3cc19c3293c5fd7c9a</guid>
	</item>
	<item>
		<title>IGF 2010: Lazy 8 Studios</title>
		<link>http://www.gamedev.net/page/resources/_/business/interviews/igf-2010-lazy-8-studios-r2754</link>
		<description><![CDATA[<strong class='bbc'><span style='font-size: 18px;'>About the Independent Games Festival</span></strong><br />
<br />
The IGF Awards take place on the evening of the third day of Game Developers Conference, and are a major celebration of the best in indie gaming, with thousands <a href='http://www.igf.com/2007igfgallery.html' class='bbc_url' title='External link' rel='nofollow external'>watching the award presentation</a> before the <a href='http://www.gamechoiceawards.com/' class='bbc_url' title='External link' rel='nofollow external'>Game Developer's Choice Awards</a>  are presented. The 2009 IGF Awards, including custom interstitials from Mega64, are <a href='http://www.igf.com/video/2009/index.htm' class='bbc_url' title='External link' rel='nofollow external'>available for online viewing</a>. All GDC visitors can attend the awards. <em class='bbc'>[From <a href='http://www.igf.com/01about.html' class='bbc_url' title='External link' rel='nofollow external'>IGF about page</a>]</em> <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>About Cogs</span></strong><br />
<br />
Cogs is a 3D puzzle game where players build machines from sliding tiles. Players can choose from 50 levels and 3 gameplay modes. New puzzles are unlocked by building contraptions quickly and efficiently. Inventor Mode: Starting with simple puzzles, players are introduced to the widgets that are used to build machines — gears, pipes, balloons, chimes, hammers, wheels, props, and more. <br />
<br />
Time Challenge Mode: If you finish a puzzle in Inventor Mode, it will be unlocked here. This time, it will take fewer moves to reach a solution, but you only have 30 seconds to find it. <br />
<br />
Move Challenge Mode: Take your time and plan ahead. Every click counts when you only get ten moves to find a solution. <em class='bbc'>[From <a href='http://www.igf.com/php-bin/entry2010.php?id=187' class='bbc_url' title='External link' rel='nofollow external'>IGF info page</a>]</em> <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>Interview with Rob Jagnow</span></strong><br />
<br />
<p class='bbc_center'><a href='http://www.flickr.com/photos/gamedevnet/4645831831/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm5.static.flickr.com/4013/4645831831_617711caca.jpg' alt='Posted Image' class='bbc_img' /></a></p><br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Who are you and how are you involved with Cogs?</span></strong><br />
<br />
I'm Rob Jagnow, Founder and CEO of <a href='http://www.lazy8studios.com/' class='bbc_url' title='External link' rel='nofollow external'>Lazy 8 Studios</a> and the sole programmer and puzzle designer for Cogs. <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How did you become interested in game development?</span></strong><br />
<br />
To be honest, I sort of thought I'd end up in the movie industry.  I spent a couple summers interning for Pixar and loved it.  But when I finished my Ph.D., I found myself looking for a job in Boston so that I could be with my boyfriend while he finished his graduate work.  The job hunt let me to <a href='http://www.demiurgestudios.com/' class='bbc_url' title='External link' rel='nofollow external'>Demiurge Studios</a>, an indie game startup, and I loved the work.  When it came time to move to San Francisco, I decided to try something of my own.  <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How and when did the concept for Cogs originate?</span></strong><br />
<br />
During a marathon procrastination session in grad school, while trying to beat my minesweeper score for the hundredth time, I started to realize how much time I'd wasted on such a basic game.  If I invested that time into creating a game instead, I figured I could turn out something really fun.  I started to think about what sort of game would be fun for me -- something with gears and pipes and machines -- and it eventually turned into Cogs. <br />
 <br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Over the course of development, what was Cogs’ most serious issue and how was it resolved?</span></strong><br />
<br />
It only took a few weeks of development to build a basic game engine that I could use to test puzzle ideas.  So I threw some puzzles together and started having friends sit down to try them out.  The puzzles I had designed were way too tough to solve.  As the designer, I had a skewed view of the puzzle difficulty.  As it turns out, designing hard puzzles is easy.  Designing easy puzzles that still have a lot of variety is hard. <br />
<br />
Thankfully, I learned this lesson early and kept bringing in friends to try new puzzles until we finally manged to get more than 50 puzzles that are just challenging enough to be fun without being frustrating. <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What’s one thing you did wrong (individually or as a team) that you feel could have been avoided? How?</span></strong><br />
<br />
I waited way too long to start promoting Cogs.  I was afraid of criticism and feared that if we released screenshots or videos too early, people would quickly lose interest.  The reality is that it takes a long time to build a fan base and the early adopters and beta testers are important for building the hype wave when it comes to the release date. <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Was there anything you did that you think really overcame the lost momentum from starting late on the promo efforts?</span></strong><br />
<br />
Even though we got a late start, we've done a decent job of building a community on Facebook and Twitter and on various forums.  Award nominations like the IGF and IndieCade have gone a long way toward building visibility for Cogs.  Our bggest boost came from winning three awards at this year's Indie Game Challenge.  Cogs was given the jury's award for Achievement in Art Direction, the jury's award for Achievement in Gameplay and the $100,000 grand prize in the professional category. <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>If there was one thing you could look back on during development and say “that was really cool” – what was it and why?</span></strong><br />
<br />
About a year before our launch date, I brought Brendan Mauro on board to do all the artwork for Cogs.  When I pulled the first of his art assets into the game to replace my engineer artwork, the difference was amazing. The game immediately felt real, like you could reach out and touch it -- like you could feel the splinters in the wood and the cool, reflective bronze plaques.  Little subtleties in his animations made it feel like everything had mass and momentum.  It didn't feel like a computer game any more.  It felt like a machine. <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>I think the steampunk-ish art direction works great with something centered around steampunk elements like pipes and gears and such – but were any other styles tried?</span></strong><br />
<br />
Before Brendan came on board, my original engineer art was more industrial -- rusty sheet metal and I-beams.  I much prefer the steampunk look. <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Which (if any) games, films, books, etc have influenced you most on the development of Cogs?</span></strong><br />
<br />
There were a couple films that inspired the look of Cogs, including Hellboy II and Wild Wild West.  But mostly, we spent time looking at websites like Brass Goggles and OObject.  Gizmodo and BoingBoing also tend to give a lot of attention to steampunk designs. <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How long has Cogs been in development?</span></strong><br />
<br />
From concept to completion, it took more than five years to create Cogs.  Mind you, it was a very part-time job for a long time, ramping up at the end.  The long time frame gave us opportunities to iterate on the design and I'm really proud of the final result. <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What were some of the elements (puzzle pieces, for example) that you were forced to cut out that you still think were really cool?</span></strong><br />
<br />
One of the very first puzzles that I created was a 15-piece globe where the tiles were floating vertical slices through the earth, exposing the inner core.  The surface of the globe was animated so that when all the pieces were put together, it appeared to be rotating.  It was a really beautiful puzzle, but it was awkward to interact with because the smallest pieces tended to get lost.  It also broke the illusion that you were interacting with a physical machine.  So we tossed it out.  Maybe it will be reincarnated in an expansion pack. <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What was used to make the game and what tools aided in development?</span></strong><br />
<br />
I wrote the code in C++ with Microsoft Visual Studio.  The graphics engine is written in DirectX with shaders written in HLSL and tested in RenderMonkey.  I've also ported the graphics API to OpenGL ES for the iPhone.  On the art side, we used Maya and Photoshop for the modeling and texturing.  As for the puzzle design, I wrote my own file syntax, which I purposely kept open and flexible so that modders can design their own puzzles. <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What resources (eg: Websites/Books/etc) do you use to aid development on your games?</span></strong><br />
<br />
Google.  Everything starts with Google.  I'm constantly doing API searches and looking for example code, but I use my physical reference library less and less every day.  I still occasionally reference my tattered old OpenGL manual, but it's a lot easier to cut and paste syntax from a website.  <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What's the main thing you think makes your game fun?</span></strong><br />
<br />
Nicole Lizzaro at XEODesign has a great white paper on <a href='http://www.xeodesign.com/xeodesign_whyweplaygames.pdf' class='bbc_url' title='External link' rel='nofollow external'>emotion in games</a>.  Of the four key emotions that she lists, she refers to the first as fiero, or personal triumph over adversity.  I won't lie: Cogs is a hard game.  But when you put that last piece in place and your machine comes to life, you really feel like you've accomplished something. <br />
<br />
At least, that's the academic explanation.  But I also just like the feeling of creation and experimentation.  I enjoy just watching the gears turn and listening to the chimes play a tune.  It's the same feeling of fun you get when you take apart a toy to try and figure out how it works. <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Besides the IGF, what else have you done to get your game before players? What’s worked the best?</span></strong><br />
<br />
We started a blog, a twitter stream, a Facebook page.  I sent personalized emails and beta keys to more than a hundred reviewers.  We do what we can to spread news through word of mouth.  But ultimately, none of that really compares to having Steam put your game on sale for two bucks on Christmas Day. <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Is there anything about Cogs that you would like to reveal to other developers?</span></strong><br />
<br />
I definitely learned a lot of lessons while creating Cogs and trying to get it to market.  Among the more obscure lessons that could benefit other developers: Make localization easy, consider mod support from day 1, and set aside plenty of time for promotion.  You can find other lessons learned at the official <a href='http://www.lazy8studios.com/2009/cogs_postmortem' class='bbc_url' title='External link' rel='nofollow external'>Cogs postmortem</a>. <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How did you feel about the judge’s feedback for your game? (this year compared to ones past, if returning finalist)</span></strong><br />
<br />
I think the feedback from the judges was very fair.  It's clear that they were really attentive to the submissions. <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What’s next for you?</span></strong><br />
<br />
That's a good question.  While I'm more than ready to move on to the next project, I need to do what's best for the long-term survival of Lazy 8 Studios.  In the short term, that likely means porting Cogs to Mac or Android. <br />
<br />
In the longer term, I have several projects that I'd love to tackle, all very different from Cogs (and all secret for the time being).  Hopefully you'll be hearing more from Lazy 8 in the future. <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Based on your experiences to date, what advice would you give to other game developers who aspire to be in the IGF Finals?</span></strong><br />
<br />
If you really plan on spending the next few months -- or years -- turning your big idea into a successful game, then make sure you spend plenty of time in the planning phase.  Don't be afraid to abandon or rethink your ideas.  Test early and test often.  Choose your testers carefully -- they need to be people who you know aren't afraid to give it to you straight, even though you might not want to hear it.  And as I mentioned before, it wouldn't hurt to check out the <a href='http://www.lazy8studios.com/2009/cogs_postmortem' class='bbc_url' title='External link' rel='nofollow external'>Cogs postmortem</a> to give you a better idea of what to expect down the road.]]></description>
		<pubDate>Thu, 27 May 2010 20:04:38 +0000</pubDate>
		<guid isPermaLink="false">45012e4d2d42c232d4d284754e19d9cf</guid>
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	<item>
		<title>IGF 2010: Loren Schmidt</title>
		<link>http://www.gamedev.net/page/resources/_/business/interviews/igf-2010-loren-schmidt-r2747</link>
		<description><![CDATA[<strong class='bbc'><span style='font-size: 18px;'>About the Independent Games Festival</span></strong><br />
<br />
The IGF Awards take place on the evening of the third day of Game Developers Conference, and are a major celebration of the best in indie gaming, with thousands <a href='http://www.igf.com/2007igfgallery.html' class='bbc_url' title='External link' rel='nofollow external'>watching the award presentation</a> before the <a href='http://www.gamechoiceawards.com/' class='bbc_url' title='External link' rel='nofollow external'>Game Developer's Choice Awards</a> are presented. The 2009 IGF Awards, including custom interstitials from Mega64, are <a href='http://www.igf.com/video/2009/index.htm' class='bbc_url' title='External link' rel='nofollow external'>available for online viewing</a>. All GDC visitors can attend the awards. <em class='bbc'>[From <a href='http://www.igf.com/01about.html' class='bbc_url' title='External link' rel='nofollow external'>IGF about page</a>]</em> <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>About Star Guard</span></strong><br />
<br />
Guide the spaceman through the castle and defeat the wizard. <em class='bbc'>[From <a href='http://www.igf.com/php-bin/entry2010.php?id=372' class='bbc_url' title='External link' rel='nofollow external'>IGF info page</a>]</em><br />
<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>Interview with Loren Schmidt</span></strong><br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Who are you and how are you involved with StarGuard?</span></strong><br />
<br />
My name is Loren Schmidt, and I developed Star Guard.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How did you become interested in game development?</span></strong><br />
<br />
I didn't have a computer or a console in the house as a young child, but what little exposure to electronic games I had was enough to fascinate me. Before I had a computer, I used to make up boardgames and try to convince my brother to play them. I should apologize to him, I think. A lot of those were really terribly constructed and probably weren't much fun at all.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What inspired Star Guard’s retro graphics and feel?</span></strong><br />
<br />
Going into the project, I wanted to have a set of constraints. So I drew up an artificial 'spec'- it isn't based on any particular piece of hardware. Sprites can be no larger than 12x12, and each character can use no more than 12 sprites. 8 colors and alpha are allowed, with no partial transparency.<br />
<br />
Anything larger than 12x12 is made by manually placing multiple sprites (including the boss).<br />
<br />
It isn't that I want the game to feel like it came out of any particular historical period. I just enjoy working within limits, and want it to feel self consistent.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Over the course of development, what was StarGuard’s most serious issue and how was it resolved?</span></strong><br />
<br />
The biggest problem was me, really. This is the first large project I've actually completed, and I quite honestly came very close to not finishing it. I did try to develop it in a productive fashion, and at times it worked fairly well. But I have a lot to learn when it comes to organizing larger projects.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What’s one thing you did wrong (individually or as a team) that you feel could have been avoided? How?</span></strong><br />
<br />
More specifically, the biggest problem I ran into was organizing the project well. I'm still actively trying to learn how to improve in this area. This was all pretty new to me, and there were alot of times when I ran into situations I'd never encountered before. Development went best were when I was really organized, and I could see the game improving at a steady rate. That did wonders for my motivation. Several times I fell out of that positive feedback loop. Progress slowed to a crawl, and I had trouble working in a focused manner (this was especially toward the end of the project,when all that remained were the boss and a few UI elements).<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>If there was one thing you could look back on during development and say “that was really cool” – what was it and why?</span></strong><br />
<br />
I remember being happy when I implemented the exploding platforms in level 5. They're a simple idea, but I had fun making them. I really enjoy focused tasks like that. It's fun to take a simple element of a game, something unglamorous like a button in a UI or a tuft of grass, and just focus on it for a while, trying to make it feel really solid.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How long has Star Guard been in development? How much development time remains?</span></strong><br />
<br />
It took about 16 months to complete. I was in school at the time, so I wasn't able to develop it full time. It's more or less done now. There are a few things about it that don't feel quite complete to me. Though my focus has shifted to a couple of new projects, I intend to keep making small changes and fixing bugs.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Were you working on Star Guard exclusively before you completed it? How did you stop other ideas from drawing you away from Star Guard?</span></strong><br />
<br />
I'm all for people making multiple games at once if they have the skills to stay productive and motivated. I'm not sure I'm quite there myself. I got caught up in a few smaller projects during development, and overall I'd say I wasn't up to the task. But it wasn't all bad.<br />
<br />
For instance, when Star Guard was nearing completion a friend encouraged me to participate in the 48 hour Ludum Dare competition for the first time. It was a lot of fun. I got quite excited about developing the little game I made, and spent quite a few days on it after the deadline. The game's <a href='http://vacuumflowers.com/ld14/ld14.html' class='bbc_url' title='External link' rel='nofollow external'>here</a>, if anyone wants to play it. All told it was a really good experience. But it was a bit strange going back to developing Star Guard. I felt somewhat guilty for having temporarily abandoned it.<br />
<br />
Given that I'm still actively figuring out how to develop games productively, I think making multiple games at once is pretty dangerous for me. I have enough trouble staying on top of things when I'm just doing one project. I don't think there's anything fundamentally wrong with it, but right now I'm a little leery of doing that myself.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What was used to make the game and what tools aided in development?</span></strong><br />
<br />
I used FlashDevelop, which is a free IDE for Windows.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What's the main thing you think makes your game fun?</span></strong><br />
<br />
Eep. I think one of its defining features is that it knows exactly what it wants to be. The core of the game was established a long time ago, and all the details of the execution exist only to support that core.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Besides the IGF, what else have you done to get your game before players? What’s worked the best?</span></strong><br />
<br />
I'm not really very comfortable with the business side of things, to be honest. I just like making things, and I don't like having to think about what will and won't sell. That said, I am trying to transition into doing game development full time, and I'm trying to at least develop a feel for the basics so I can do so sustainably.<br />
<br />
I don't think, at this point, that I have any particularly valuable advice about publicity to offer. One thing I'd recommend, however, is making sure that the game stands on its own legs. I see a lot of games with fancy trailers and good marketing work which simply aren't good games, and that's putting the cart before the horse.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Is there anything about Star Guard that you would like to reveal to other developers?</span></strong><br />
<br />
As is true of a lot of small developers, my testers were volunteers from all over the world. I couldn't watch them play in person. To partially compensate for this, during testing I asked testers to send me a video of their first playthrough. Not everyone was able to do this, but a lot of people did.<br />
<br />
Watching people as they learned how to play the game was really scary. I cringed every time someone got confused, or died repeatedly because of bad jump tuning or an unfair piece of level design.These videos were invaluable as I tuned things and refined the level design.<br />
<br />
I'm thankful to the people who helped me test or sent me feedback, it's all been tremendously helpful.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How did you feel about the judge’s feedback for your game?</span></strong><br />
<br />
I like the idea of giving all entrants feedback. It seems like it's a particularly good idea in cases where people aren't finalists, and they otherwise wouldn't know how well appreciated their games are. I do wish the feedback were more in depth. A lot of the IGF feedback I've seen released around the web has been too general to be of use in improving a game. I realize that for practical reasons, judges aren't asked to write an in-depth piece of feedback for each entrant. I'm okay with the way the system works: it seems like it's a tremendously complicated thing to organize, and it's doing a pretty good job (and there are so many games...).<br />
<br />
But if I could have my way, there'd be pile of really expertly written, detailed feedback for every entrant. I think that would be tremendously helpful for developers.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Is there any item of feedback from the judges that you specifically took note of?</span></strong><br />
<br />
I really do appreciate the supportive comments I received from judges. But as feedback, it wasn't specific enough to be very actionable. I'm partial to detailed, brutally honest feedback. Feedback like, "I fell into a pit in level 3 over and over because the player movement seemed pretty slippery" is incredibly useful.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What’s next for you?</span></strong><br />
<br />
I'm ready to try and make a living by making games. I'm working on a stripped down RPG called "Tiny Crawl." My second project is a tiny game called "Tin Can Knight," which should be out soon.<br />
<br />
I have some other ideas that aren't at all commercially viable, but which I'd really like to be able to put time into. Some are games, and others aren't. I'm interested in finding ways of realizing those projects.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What’s the main thing you’ve learnt when developing Star Guard that you’ll take forward to your next game?</span></strong><br />
<br />
I learned that I could finish things. I have a history of taking on large projects and not completing them. It means a lot to me to be able to look back at this and know that I can stick with a project and see it through to completion.]]></description>
		<pubDate>Thu, 04 Mar 2010 09:18:29 +0000</pubDate>
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		<title>IGF 2010: Daniel Benmergui</title>
		<link>http://www.gamedev.net/page/resources/_/business/interviews/igf-2010-daniel-benmergui-r2745</link>
		<description><![CDATA[<strong class='bbc'><span style='font-size: 18px;'>About the Independent Games Festival</span></strong><br />
<br />
The IGF Awards take place on the evening of the third day of Game Developers Conference, and are a major celebration of the best in indie gaming, with thousands <a href='http://www.igf.com/2007igfgallery.html' class='bbc_url' title='External link' rel='nofollow external'>watching the award presentation</a> before the <a href='http://www.gamechoiceawards.com/' class='bbc_url' title='External link' rel='nofollow external'>Game Developer's Choice Awards</a> are presented. The 2009 IGF Awards, including custom interstitials from Mega64, are <a href='http://www.igf.com/video/2009/index.htm' class='bbc_url' title='External link' rel='nofollow external'>available for online viewing</a>. All GDC visitors can attend the awards. <em class='bbc'>[From <a href='http://www.igf.com/01about.html' class='bbc_url' title='External link' rel='nofollow external'>IGF about page</a>]</em> <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>About Today I Die</span></strong><br />
<br />
A game poem about the prison of world views, and salvation in playfulness. <em class='bbc'>[From <a href='http://www.igf.com/php-bin/entry2010.php?id=154' class='bbc_url' title='External link' rel='nofollow external'>IGF info page</a>]</em> <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>Interview with Daniel Benmergui</span></strong><br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Who are you and how are you involved with Today I Die?</span></strong><br />
<br />
I am <a href='http://www.ludomancy.com/' class='bbc_url' title='External link' rel='nofollow external'>Daniel Benmergui</a>, the maker of Today I Die. I did the design, programming, visuals and production of the game.<br />
<br />
  <br />
<strong class='bbc'><span style='font-size: 12px;'>How did you become interested in game development?</span></strong><br />
<br />
Childhood nostalgia is a critical ingredient for a lot of people, including myself.<br />
<br />
Games occupied a lot of my childhood, so it rubbed off on me. But I am trying to shake free from that childhood fantasy... face game development as a grownup instead of just dwelling in that nostalgia.<br />
<br />
  <br />
<strong class='bbc'><span style='font-size: 12px;'>How and when did the concept for Today I Die originate?</span></strong><br />
<br />
The poem manipulation mechanic was something that I toyed with, when collaborating with <a href='http://www.tembac.com' class='bbc_url' title='External link' rel='nofollow external'>Tembac</a>, but I didn't know what to do with it. Someday, the impression of a girl sinking and swimming back to the surface struck me and then everything fit together.<br />
<br />
  <br />
<strong class='bbc'><span style='font-size: 12px;'>Over the course of development, what was Today I Die’s most serious issue and how was it resolved?</span></strong><br />
<br />
The uncertainty of what I was doing.<br />
<br />
I am not an expert game designer, so everyday issues were a problem: is this flow right? does it match the theme? the mechanic? the meaning of this and that? the music?<br />
<br />
Also, the insecurity over whether I was making something relevant, or just a shallow game.<br />
<br />
  <br />
<strong class='bbc'><span style='font-size: 12px;'>What are some things you did to help lessen your worries over the game?</span></strong><br />
<br />
I basically gave up my obsession with making it more of a system than just an experience because I was suffering too much. So yeah, giving up.<br />
<br />
  <br />
<strong class='bbc'><span style='font-size: 12px;'>What’s one thing you did wrong (individually or as a team) that you feel could have been avoided? How?</span></strong><br />
<br />
I should have NOT asked for feedback early on. I showed the game to many people I hold the deepest respect for, but that put a lot of pressure on my already stressed development process.<br />
<br />
My lack of self-confidence during development made me needlessly suffer a lot. If I went back in time, I would not care so much.<br />
<br />
  <br />
<strong class='bbc'><span style='font-size: 12px;'>That’s interesting, since so many people tell you that you’re supposed to show your game as early as you can. At what point during development, looking back, do you think you should have shown your game to people?</span></strong><br />
<br />
The problem is not about showing the game to people, but showing it to people whose opinion is going to affect you strongly. Leave that for when you are satisfied with your work.<br />
<br />
  <br />
<strong class='bbc'><span style='font-size: 12px;'>If there was one thing you could look back on during development and say “that was really cool” – what was it and why?</span></strong><br />
<br />
Integrating the soundtrack into the game. Hernán Rozenwasser made an astonishingly good track for Today I Die. It was very cool to discover that he understood what the game was about. And how much of a difference did the soundtrack make!<br />
<br />
  <br />
<strong class='bbc'><span style='font-size: 12px;'>Which games, films, books, etc have influenced you most on the development of Today I Die?</span></strong><br />
<br />
Good question... none of that. I like swimming underwater, but I also fear drowning a lot. That gave me the visual impression I wanted to achieve with the game.<br />
<br />
It is unusual that I was not very influenced by whatever I was reading/watching/playing at that time.<br />
<br />
  <br />
<strong class='bbc'><span style='font-size: 12px;'>How long has Today I Die been in development?</span></strong><br />
<br />
The original Today I Die took six months of going back and forth, not in actual production. Mostly because I needed to try a lot of things.<br />
<br />
Today I Die Again, the new revision of the game is going to take a little less than that.<br />
<br />
  <br />
<strong class='bbc'><span style='font-size: 12px;'>What was used to make the game and what tools aided in development?</span></strong><br />
<br />
Flex. Photoshop. Google.<br />
<br />
  <br />
<strong class='bbc'><span style='font-size: 12px;'>What resources (eg: Websites/Books/etc) do you use to aid development on your games?</span></strong><br />
<br />
Google! It's wonderful that you can write: "flash losing mouse events when outside screen" and you can find someone with exactly your own problem.<br />
<br />
  <br />
<strong class='bbc'><span style='font-size: 12px;'>What's the main thing you think makes your game fun?</span></strong><br />
<br />
I am not sure Today I Die could be called "fun". It's more like an "odd experience". I think it's the sum of the mechanic, audiovisuals, and what's going on in the head of many players. Some people are not receptive to the game, while others were struck by it.<br />
<br />
  <br />
<strong class='bbc'><span style='font-size: 12px;'>I confess to watching the walkthrough video prior to trying out the game, but it still took me a bit of experimenting to grasp what to do. Given the abstract nature of the game, what elements do you feel gave players the most help in figuring it all out? How much of the game was affected by feedback you received?</span></strong><br />
<br />
I feel I made a mistake by making the initial screen so inaccessible. You had to learn at the same time that there are interactive objects and that you can manipulate the poem.<br />
<br />
I am fixing that in the next version of the game, "Today I Die Again". We'll see how it goes.<br />
<br />
  <br />
<strong class='bbc'><span style='font-size: 12px;'>What is your goal in designing these experimental types of games?</span></strong><br />
<br />
Learning how to be a game designer, and figuring out who am I as a game maker.<br />
<br />
  <br />
<strong class='bbc'><span style='font-size: 12px;'>Besides the IGF, what else have you done to get your game before players? What’s worked the best?</span></strong><br />
<br />
Flash has worked the best by far. I made downloadables, applets, whatever. Right now, nothing beats how ubiquitous Flash is.<br />
<br />
  <br />
<strong class='bbc'><span style='font-size: 12px;'>Were there any Flash portals (like Newgrounds) in particular that you took advantage of?</span></strong><br />
<br />
Well, not really. A patron gave me a chunk of money if I kept the game off portals and their ad-revenue, so I self-hosted Today I Die.<br />
<br />
  <br />
<strong class='bbc'><span style='font-size: 12px;'>Is there anything about Today I Die that you would like to reveal to other developers?</span></strong><br />
<br />
Do not underestimate the power of tiny games!<br />
<br />
  <br />
<strong class='bbc'><span style='font-size: 12px;'>How did you feel about the judge’s feedback for your game? (this year compared to ones past, if returning finalist)</span></strong><br />
<br />
Last year I submitted I Wish I Were the Moon and it was rejected. This year, the feedback was very thoughtful. I agreed with almost everything the judges said. I think the judging process has been much healthier this year.<br />
<br />
  <br />
<strong class='bbc'><span style='font-size: 12px;'>What would you say about developing games in Argentina?</span></strong><br />
<br />
Sometimes I feel I am very far from where the important stuff is happening. But I can also live for 1/3 of the cost, and I love living here.<br />
<br />
There's also a strong, incipient indie scene growing up regionally! Zeno Clash was made by a Chilean team, a neighboring country. Vox Populi Vox Dei was made by an Argentinean indie too.<br />
<br />
  <br />
<strong class='bbc'><span style='font-size: 12px;'>What’s next for you?</span></strong><br />
<br />
In the immediate future, Today I Die Again, the iPhone revision of Today I Die. I am very curious to see what the reaction to this version is!<br />
<br />
  <br />
<strong class='bbc'><span style='font-size: 12px;'>Based on your experiences to date, what advice would you give to other game developers who aspire to be in the IGF Finals?</span></strong><br />
<br />
Just do whatever you need to do, and do it right. And then the IGF doesn't really matter because your work is more important.]]></description>
		<pubDate>Fri, 26 Feb 2010 18:27:35 +0000</pubDate>
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		<title>IGF 2010: Krystian Majewski</title>
		<link>http://www.gamedev.net/page/resources/_/business/interviews/igf-2010-krystian-majewski-r2744</link>
		<description><![CDATA[<strong class='bbc'><span style='font-size: 18px;'>About the Independent Games Festival</span></strong><br />
<br />
The IGF Awards take place on the evening of the third day of Game Developers Conference, and are a major celebration of the best in indie gaming, with thousands <a href='http://www.igf.com/2007igfgallery.html' class='bbc_url' title='External link' rel='nofollow external'>watching the award presentation</a> before the <a href='http://www.gamechoiceawards.com/' class='bbc_url' title='External link' rel='nofollow external'>Game Developer's Choice Awards</a> are presented. The 2009 IGF Awards, including custom interstitials from Mega64, are <a href='http://www.igf.com/video/2009/index.htm' class='bbc_url' title='External link' rel='nofollow external'>available for online viewing</a>. All GDC visitors can attend the awards. <em class='bbc'>[From <a href='http://www.igf.com/01about.html' class='bbc_url' title='External link' rel='nofollow external'>IGF about page</a>]</em><br />
<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>About TRAUMA</span></strong><br />
<br />
TRAUMA tells a story of a young woman who survives a car accident. Recovering at the hospital, she has dreams that shed light on different aspects of her identity - such as the way she deals with the loss of her parents. TRAUMA lets you experience those dreams in an interactive way, reminiscent of Point-and-Click Adventure Games. It builds upon this established formula by introducing agesture-based interface, real-time 3D technology for dynamic level layouts, unique photographic visuals and a level design philosophy that focuses on creating a rich experience rather than an elaborate puzzle challenge. Combined with the unconventional story, it is aimed to be a compact and deep game for a literate and mature audience. <em class='bbc'>[From <a href='http://www.igf.com/php-bin/entry2010.php?id=176' class='bbc_url' title='External link' rel='nofollow external'>IGF info page</a>]</em><br />
<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>Interview with Krystian Majewski</span></strong><br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Who are you and how are you involved with TRAUMA?</span></strong><br />
<br />
I'm Krystian Majewski, a designer from Cologne. I did pretty much everything for TRAUMA. The only exceptions being music and sound effects, which were done by my colleague Martin Straka.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How did you become interested in game development?</span></strong><br />
<br />
I've been developing games since the age of 10 or so. Playing my first games on an Atari 130XE I was always very eager to improve them somehow.<br />
So I basically sat down, read a couple of books my parents bought me and learned how to program by myself. I made a lot of cool experiments but rarely finished games. It continued like that through high school.<br />
<br />
Afterwards I had a short peek into the industry but I decided to study design pretty soon.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How and when did the concept for TRAUMA originate?</span></strong><br />
<br />
TRAUMA was originated as part of my final thesis. The initial idea was to create an autobiographical adventure game using photos. I went on to do a comprehensive analysis of the history of adventure games and the current state of related popular genres. Based on that I took elements from different sources to construct a new type of adventure game. During that process, the game changed many times but the result is still faithful to the initial intention.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Was the process a constant iteration of ideas or did you ever hit walls that forced you to say "this just won't work" and force you to back up a few steps?</span></strong><br />
<br />
Oh, I hit plenty of walls. Game development often feels like steering a car out of a parking garage blindfolded.<br />
One particular wall I remember quite well was the first level I started creating. I went out for a long photo session and came back with over 300 photos. And I thought wasn't even quite finished with that location yet, I had to quit early because of rain. But I began constructing a level out of them. It took a considerable amount of time. After playtesting it became evident that the level was just way too large. Players got lost quickly and took too long. They missed a lot. The level lacked focus. I ended up throwing away 250 photos to tighten things up. It seems like a waste but this lesson was a quite vital part of the process.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Over the course of development, what was TRAUMA's most serious issue and how was it resolved?</span></strong><br />
<br />
Surprisingly, there were not many technical issues. The game is pretty simple. The most serious problem was the frame rate but I was pleasantly surprised when I found out that it's simply because my development workstation is outdated.<br />
I think I had the most difficulties with creating the assets. Using photos you just have a lot less control about the layout, content and dramaturgy of levels.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What were some of the issues with obtaining the photos? Did you need to research photography techniques? What about getting permission to photograph certain areas?</span></strong><br />
<br />
Obtaining the photos was one of the most difficult challenges.<br />
<br />
A big part of the development was figuring out how to shoot the photos and how to construct the levels out of them. I did a lot of experiments there. For example, one of the things I experimented with were spherical panoramas. You need to stitch a series of photos together to get them.<br />
<br />
Shooting at night means you need to use a tripod and take your time due to long exposure times. So I went ahead and even built a robotic tripod with LEGO Mindstorms to shoot panoramas automatically. It worked but while the photography was awesome, the panoramas didn't provide interesting interaction. At least nothing you haven't seen already in other titles. So I had to abandon that experiment.<br />
<br />
Permission was a problem too. I remember my first shooting was at a subway station. I was immediately approached by the ticket inspectors. They asked me to leave when I told them I had no permission. That was quite demotivating. At this point I was still experimenting so I didn't want to go through all of the hassle of getting a permission just to find out that the location is of no use for me anyway. So I started focusing on more deserted locations where the chances of meeting people, who ask for permissions are lower.<br />
<br />
But then there is still the problem of finding the right location. I was looking for places that are visually striking. It's one thing to find ONE interesting shot like in movies or in photography. Finding a place that would be still interesting when you look at it from different perspectives introduces a whole new level of difficulty. And the place doesn't only need to look exciting, it also has to work spatially as a level. So you end up doing level design for a video game in the middle of the night while trespassing at some abandoned creepy factory.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What's one thing you did wrong (individually or as a team)that you feel could have been avoided? How?</span></strong><br />
<br />
One night I was out on an abandoned railway bridge doing some scouting. I accidentally stepped in a puddle of diarrhea. That made me wish I had at least some sturdy footwear. It was also disgusting and scary at the same time.<br />
<br />
Other then that, the only recurring problem was my tendency to hopelessly under-estimate the time required to hit my milestones. But on the other hand, maybe I wouldn't have started the project in the first place if I was more realistic about how much work it is.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>If there was one thing you could look back on during development and say "that was really cool" - what was it and why?</span></strong><br />
<br />
The development involved a lot of little victories, it's hard to tell by now. To pick one: it blew me away how quickly I was able to put together a first working prototype. Starting from scratch I was navigating through my first batch of photos within a day. Of course, that initial progress is always deceiving, but it ignites a tremendous amount of enthusiasm for the project.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How long has TRAUMA been in development? How much development time remains?</span></strong><br />
<br />
I wrote the first abstract in winter 2007. I began work in spring 2008. After my thesis was finished in summer 2008, I went on hiatus periodically to get some other projects done. I'm estimating something about 1,5 years of development right now.<br />
There is only very little left to do. I ought to be able to present a complete version at this year's GDC.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What was used to make the game and what tools aided in development?</span></strong><br />
<br />
I used only Flash CS3 for coding. For graphics and animation I used a wide variety of different programs. The photos were shot with an old Sony F-717.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What resources (eg: Websites/Books/etc) do you use to aid development on your game?</span></strong><br />
<br />
As for the technical part, I already had some experience in Flash development so I didn't need anything except Google to look up some syntax and examples.<br />
I read a lot theory to flesh out the concept: "Non-Places" by Marc Augé, "Image of the City" by Kevin Lynch and the excellent "Space Time Play".<br />
Otherwise, the project is the culmination of my design studies at Köln International School of Design and the years of my personal research into computer games.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What's the main thing you think makes your game fun?</span></strong><br />
<br />
I don't think the word 'fun' applies to TRAUMA. Actually, TRAUMA is very un-fun. But this was one of the things I wanted to challenge. We already take it for granted that other media don't have to be fun in order to be interesting. I don't think games are different. One of the IGF Judges called TRAUMA "engrossing and captivating" instead. I was very pleased with that.<br />
<br />
I believe the main thing that defines TRAUMA's experience are the environments and the narrative embedded in them. They create a unique atmosphere quite difficult to put into words. It's gloomy,mysterious and somber but also melancholic and relaxing.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Besides the IGF, what else have you done to get your game before players? Whats worked the best?</span></strong><br />
<br />
Since the game is not out yet, I didn't do too much to create any sort of hype. I often find that my own motivation dwindles when I'm confronted with other people's expectations. That phenomenon is actually even one of the topics of the game.<br />
<br />
But one of the things that I believe brought in a lot of attention was simply the fact that I used photos. That alone made quite a few people interested in the project, especially the kind of people that wouldn't be interested in games otherwise. Of course, that was the reason I used photos in the first place. But it is affirming to see that it actually worked.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Is there anything about TRAUMA that you would like to reveal to other developers?</span></strong><br />
<br />
I would like to encourage other developers to be more daring about their projects but also to be more responsible. For me TRAUMA was an experiment to try both. The fact that I was successful with it is gratifying and inspiring. I think we have an intelligent audience that will accept a more mature approach to games. We need to seek them out.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How does "mature" relate to this game? Is it in the content? The mechanics?</span></strong><br />
<br />
It's both. Content-wise, I think we should seek out ways on how to address scenarios that are closer to life. If we keep on slaying dragons and flying spaceships, games will have a hard time being recognized as something more than trivial escapism.<br />
<br />
And while the mechanics in TRAUMA may be nothing exceptional, they follow a certain general strategy. TRAUMA is not a game for the obsessive and time-consuming exploitation of minute, technical details in a comprehensive system of complicated rules to overcome an almost endless series of difficult but meaningless challenges. Many games seem to follow this strategy and while I myself enjoy losing myself in such tasks, I can totally understand how most people aren't prepared to invest that much in a single activity. This is especially true if there are no insights to be gained from doing so.<br />
<br />
TRAUMA is not wasting the player's time like this. It requires some patience but respects that this patience is not infinite. It respects that the audience may have little time and more important things to do than playing games all day long. The mechanics are simple. The challenges are easy. And even though experience is over quickly, the time is well spent.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How did you feel about the judges feedback for your game?</span></strong><br />
<br />
I thought the feedback was excellent. It was very detailed, well thought-out and carefully worded. It wasn't just all positive either.<br />
The critique helped me with some important decisions about how to finalize the game.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What's next for you?</span></strong><br />
<br />
I just want to finish the game and get people to play it. I'm working on this too long now. I want to finally hear from players what it means to them.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Based on your experiences to date, what advice would you give to other game developers who aspire to be in the IGF Finals?</span></strong><br />
<br />
I think you need to do two things:<br />
<br />
First, you need to do something different to attract attention. Look at all the other entries from previous years and go in a direction that is as far form anything you've seen as possible. Try to come up with something that stands out even at first sight. If it doesn't generate intriguing screenshots, you will have a hard time.<br />
<br />
But then you need to live up to the expectations. You need to develop a reason for you game to exist in the first place. Come up with something people will take away form playing your game and reverse-engineer the actual game from there.]]></description>
		<pubDate>Wed, 24 Feb 2010 14:38:20 +0000</pubDate>
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	<item>
		<title>IGF 2010: Dejobaan Games</title>
		<link>http://www.gamedev.net/page/resources/_/business/interviews/igf-2010-dejobaan-games-r2741</link>
		<description><![CDATA[<strong class='bbc'><span style='font-size: 18px;'>About the Independent Games Festival</span></strong><br />
<br />
The IGF Awards take place on the evening of the third day of Game Developers Conference, and are a major celebration of the best in indie gaming, with thousands <a href='http://www.igf.com/2007igfgallery.html' class='bbc_url' title='External link' rel='nofollow external'>watching the award presentation</a> before the <a href='http://www.gamechoiceawards.com/' class='bbc_url' title='External link' rel='nofollow external'>Game Developer's Choice Awards</a> are presented. The 2009 IGF Awards, including custom interstitials from Mega64, are <a href='http://www.igf.com/video/2009/index.htm' class='bbc_url' title='External link' rel='nofollow external'>available for online viewing</a>. All GDC visitors can attend the awards. <em class='bbc'>[From <a href='http://www.igf.com/01about.html' class='bbc_url' title='External link' rel='nofollow external'>IGF about page</a>]</em> <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>About AaaaaAAaaaAAAaaAAAAaAAAAA!!! -- A Reckless Disregard for Gravity</span></strong><br />
<br />
The jumps you make off buildings floating above Boston, Massachusetts are all about style and timing. You perform stunts, weaving around the bustling City for points, making split-second decisions:do you snake around those girders to earn a dozen "kisses," or glide along the side of that steel super-skyscraper for massive "hugs"?<br />
<br />
Aaaaa! then throws in the spectators -- as you fall, give fans the thumbs-up and protesters the finger. And if you're hungry for a bit of civil disobedience, you can even ready the spray paint and tag government buildings for points.<br />
<br />
The game will also teach you how to debristle a pig. <em class='bbc'>[From <a href='http://www.igf.com/php-bin/entry2010.php?id=36' class='bbc_url' title='External link' rel='nofollow external'>IGF info page</a>]</em><br />
<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>Interview with Ichiro Lambe</span></strong><br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Who are you and how are you involved with "AaaaaAAaaaAAAaaAAAAaAAAAA!!! -- A Reckless Disregard for Gravity"?</span></strong><br />
<br />
Ichiro Lambe (Founder, President, Dejobaan Games, LLC): I'm Dejobaan's founder and president. As with many small studios such as ours (4 developers, of which only two are full-time), I wear manyhats. For Aaaaa!, I created the prototype, led development, and worked closely with our PR/Marketing guy, Leo, to create a marketing plan. He's here today, and is chiming in as well.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How did you become interested in game development?</span></strong><br />
<br />
Instead of getting me a softball when I was a kid, my father got me a brand-new TI 99/4A. My God, what an experience that was. I loved to create, but forget the finger paints and construction paper-- give me the Extended Basic cartridge. Mind you, I'm awful at Softball and anything that requires coordination, but them's the breaks.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How and when did the concept for Aaaaa! originate?</span></strong><br />
<br />
In December of 2008, Dejobaan's Gameplay Architect, Dan Brainerd, sent over <a href='http://www.youtube.com/watch?v=ttz5oPpF1Js' class='bbc_url' title='External link' rel='nofollow external'>this YouTube video</a>. We were gobsmacked -- people in paper-thin wingsuits flying down the sides of mountains, an arm's length away from jagged rock? How can we capture this as a game? Is it possible to convey the excitement of wind in your face and the potential for grievous bodily harm on a 21" screen? We had to try.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Do you feel as if you were able to capture the feeling of the original video that inspired you in Aaaaa!?</span></strong><br />
<br />
The final game definitely feels a lot different than the videos we started from. Watching the videos conveyed to me a sense of soaring, wind-in-the-hair, "Will I hit that mountain down there?"danger. With Aaaaa!, I ask myself, "Can I pull this series of stunts off while planning ahead to buzz that building while putting myself in a position where I can spray graffiti on that wall?"<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Over the course of development, what was Aaaaa!’s most serious issue and how was it resolved?</span></strong><br />
<br />
Whenever we create a game, we're aware that we're competing with a bunch of other things for player's attention and dollars (both of which are finite). A copy of Aaaaa! is really up against experiences like a movie ticket or dining out, so it's even more directly up against big, highly-polished AAA titles. <br />
<br />
Our biggest issue was how to stand out against all of that, and the solution that worked was to make the game as remarkable and interesting as possible. That meant giving attention to detail and taking some risks. What other game includes a guided meditation track, in case you're too keyed up to relax? I think it even shines through in the name -- AaaaaAAaaaAAAaaAAAAaAAAAA!!! -- A Reckless Disregard for Gravity -- is something we had fun with.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What’s one thing you did wrong (individually or as ateam) that you feel could have been avoided? How?</span></strong><br />
<br />
Leo Jaitley (Biz Dev Director, Dejobaan Games, LLC): We think the game demo is either the thing we screwed up most OR the thing we least understand. Based on our conversion rates and comments along the lines of "Played the demo... Meh... Then saw the Steam deal and bought it... OMFG, that was so much better than the demo!!" OR " Played the demo and kinda got my fill." We often wonder, how many other people were not impressed by the demo, but would have loved the game, or how many more people could we have got to buy the game with a shorter but more awesome demo?<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>If there was one thing you could look back on during development and say “that was really cool” – what was it and why?</span></strong><br />
<br />
We were just blatant about having fun with it. The main game mechanic involves creating stunts to earn "hugs" and "kisses," and flipping people off for points. To mirror the relaxing guided meditation track, there's an anti-meditation, which convinces the listener that s/he's covered in bugs. Our pitch to players to buy the game is a tall tale about how Dejobaan uses pixies as slave labor to create its products. We weren't afraid to imbue the game with character -- so, there's a lot of us in it. And that was absolutely delightful.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How long has Aaaaa! been in development?</span></strong><br />
<br />
9 months. And we're now prototyping an iPhone version with fellow indie Koduco Games. While we haven't announced whether that'll officially become our next title, we expect the playable test to be done within a few months.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Are you using any existing engine technologies for your iPhone version?</span></strong><br />
<br />
We're easing into iPhone development via Unity 3D. So far, it's been an excellent engine.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How different are you finding iPhone development when compared to developing for the PC?</span></strong><br />
<br />
There are, as always, little road bumps we run into in developing for a new platform -- memory limitations lead to smaller and fewer textures; the control scheme requires us to tweak and test; and so forth. But the platform's surprisingly powerful -- we thought we'd have to cut down a lot more on the level geometry to keep the frame rate up, but seeing the game's full first level up and running fluidly, was awesome. We're especially lucky to have fellow indie Cole Krumbholz from <a href='http://www.koduco.com' class='bbc_url' title='External link' rel='nofollow external'>Koduco Games</a> on development for this project.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What was used to make the game and what tools aided in development?</span></strong><br />
<br />
We used a German 3D engine called 3D Gamestudio, with Visual Studio 2005 for our C++, Maya for modeling, and Adobe Audition for audio.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How did you learn these tools? Did you have any issues with them that made you consider other technologies during development?</span></strong><br />
<br />
Central to the game was our choice for 3D middleware, which I've been using for years. I learned my way around that by doing, starting with smaller games and working my way up to more complex ones-- Aaaaa! is the fourth title we've shipped using the engine. The biggest issue with it has been the art pipeline. Adding a new model, for example, involves an export, conversion, import, scaling,and texture tweaking, which is much longer than we want.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What's the main thing you think makes your game fun?</span></strong><br />
<br />
The game offers a short intense arcade-style experience. For many it, offers respite from day long sessions of CoD MW2 or a quick nugget of fun between changing (your kid's) diapers. I think that,coupled with the nonchalant, irreverent humor (that you will never find in a AAA) really helped capture people's attention and gave them entertainment value that was (dare I say) just beyond what they expected in a game.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Besides the IGF, what else have you done to get your game before players? What’s worked the best?</span></strong><br />
<br />
We worked our tushies off from day one to get the word out. In short, we assumed nobody knew us or wanted to write about us, so we needed to capture their attention and build on that. We put out press releases at various stages -- prototype, closed alpha, open beta, etc. We also dabbled in social media, and worked on a fairly regular dev diary, first on Gamers Daily News and later on our own blog and ModDB. The things that worked best were the press releases, the launch on Steam, and to some extent, word of mouth on social media channels such as Twitter and Facebook.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Is there anything about Aaaaa! that you would like to reveal to other developers?</span></strong><br />
<br />
Marketing and game design overlap more than many developers realize. The game mechanic of flipping people off was something we came up with while writing the announcement press release, because it sounded fun.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How did you feel about the judge’s feedback for your game?</span></strong><br />
<br />
We received great feedback this year. The judges have a lot to look at, so we really appreciated the comments and critiques they made.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Is there any one critique that you really found valuable?If so, what was it and why?</span></strong><br />
<br />
Sure; there were some notes on how we might improve the metagame (where you unlock new levels by spending teeth). But what was most valuable was the overall picture. The judges liked that we took chances with the game's tone, and that's something we intend to expand on in our future titles.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What’s next for you?</span></strong><br />
<br />
In our 14th title, you fly through a floating city, mixing music loops together to the delight of millions. Fade in a bass line, kick off the drums, then bring in the vocals. It's a game about creating music!]]></description>
		<pubDate>Mon, 15 Feb 2010 11:52:31 +0000</pubDate>
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		<title>IGF 2010: Team Meat</title>
		<link>http://www.gamedev.net/page/resources/_/business/interviews/igf-2010-team-meat-r2739</link>
		<description><![CDATA[<strong class='bbc'><span style='font-size: 18px;'>About the Independent Games Festival</span></strong><br />
<br />
The IGF Awards take place on the evening of the third day of Game Developers Conference, and are a major celebration of the best in indie gaming, with thousands <a href='http://www.igf.com/2007igfgallery.html' class='bbc_url' title='External link' rel='nofollow external'>watching the award presentation</a> before the <a href='http://www.gamechoiceawards.com/' class='bbc_url' title='External link' rel='nofollow external'>Game Developer's Choice Awards</a> are presented. The 2009 IGF Awards, including custom interstitials from Mega64, are <a href='http://www.igf.com/video/2009/index.htm' class='bbc_url' title='External link' rel='nofollow external'>available for online viewing</a>. All GDC visitors can attend the awards. <em class='bbc'>[From <a href='http://www.igf.com/01about.html' class='bbc_url' title='External link' rel='nofollow external'>IGF about page</a>]</em> <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>About Super Meat Boy</span></strong><br />
<br />
Super Meat Boy is a tough as nails platformer where you play as an animated cube of meat who's trying to save his girlfriend (who happens to be made of bandages) from an evil fetus in a jar wearing a tux. Just your standard everyday run of the mill video game.<br />
<br />
Our meaty hero will leap from walls, over seas of buzz saws, through crumbling caves and pools of old needles, Sacrificing his own well being to save his damsel in distress. Super Meat Boy brings the old school difficulty of classic Hardcore retro titles, combines them with current generation graphics technology and stream lines them down to the essential no BS, straight forward, twitch reflex platforming.<br />
<br />
Ramping up in difficulty from hard to soul crushing SMB will drag Meat boy though haunted hospitals, salt factories and even hell itself. And if 200+ single player levels weren't enough SMB also throws in multiplayer game modes, a level editor and tons of unlockable secrets, warp zones and popular indie characters like Gish, Alien Hominid and Tim from braid to play as. <em class='bbc'>[From <a href='http://www.igf.com/php-bin/entry2010.php?id=190' class='bbc_url' title='External link' rel='nofollow external'>IGF info page</a>]</em><br />
<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>Interview with Edmund McMillen and Tommy Refenes</span></strong><br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Who are you and how are you involved with Super MeatBoy!?</span></strong><br />
<br />
<strong class='bbc'>Tommy</strong>: My name is Tommy Refenes and I am the programmer for Super Meat Boy.<br />
<br />
<strong class='bbc'>Edmund</strong>: I’m Edmund and I’m the artist.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How did you become interested in game development?</span></strong><br />
<br />
<strong class='bbc'>Edmund</strong>: I started doing interactive flash work in 2000 and it progressively turned in to actual game dev. I wasn't aware of the indie scene till I met Alex Austin in 2003 and started working with him on Gish.<br />
<strong class='bbc'>Tommy</strong>: One day I was putting Rhinestones on my sweet ass denim jacket in a scorpion-like pattern and I ran out of stones. So I was like "SHIT" and started making games.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What is the special significance of the scorpion-like pattern?</span></strong><br />
<br />
<strong class='bbc'>Tommy</strong>: It’s the symbol for the Mexican street gang I used to roll with when I lived next to Jennifer Lopez's grandmother.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How and when did the concept for Super Meat Boy originate?</span></strong><br />
<br />
<strong class='bbc'>Tommy</strong>: Super Meat Boy was a flash game a while ago, then Ed was all like "hey, we should do Super Meat Boy on the Wii" so we teamed up.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Cool so, was the Flash game the first inception of SuperMeat Boy? Where did SMB as a character come from?</span></strong><br />
<br />
<strong class='bbc'>Edmund</strong>: I had been working on a new "world" of characters to pull from for games. It was a set of super heroes with not so super abilities, Dr Fetus and Meat boy were 2 of them, Spewer was another.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Over the course of development, what was Super MeatBoy’s most serious issue and how was it resolved?</span></strong><br />
<br />
<strong class='bbc'>Tommy</strong>: Super Meat Boy development has been very easy, so far we've had no problems.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What do you think is the reason for this? Experience? Easy platform? Utter awesomeness?</span></strong><br />
<br />
<strong class='bbc'>Tommy</strong>: I'm a God of programming, and Edmund is a God of art and design. Together we form this sort of fleshy blob of disgusting yet incredibly efficient game development wisdom.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What’s one thing you did wrong (individually or as a team) that you feel could have been avoided? How?</span></strong><br />
<br />
<strong class='bbc'>Tommy</strong>: Ha, no comment on that one!<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>You’re seriously going to be the only developers to wimp out of this one?</span></strong><br />
<br />
<strong class='bbc'>Tommy</strong>: Fine, the only thing I truly regret is faking Ed's sickness and using that money to buy myself implants.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Okay sorry I asked. If there was one thing you could look back on during development and say “that was really cool” – what was it and why?</span></strong><br />
<br />
<strong class='bbc'>Edmund</strong>: SMB has a really improvised design structure, we try not to stick with any design doc and just make it up as we go, so far that's giving the game a lot of character in my opinion and a lot of those improvised ideas that we have added have been "really cool" like Boss's, Warp zones and the replay system.<br />
<br />
<strong class='bbc'>Tommy</strong>: I would look back on the game and go "That's really cool" because it really was.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Was this the first time you tried to “just wing it”? What made you decide to do it this way?</span></strong><br />
<br />
<strong class='bbc'>Edmund</strong>: Honestly almost all the games I’ve worked on in the past year were mostly improvised as we developed the game. I think most designers will find their best work tends to be the ones they were most open with when starting development. We can let the mainstream stick to rigid design docs, once you block out the basis of what you’d like to make, its best to play around with the game as it develops and find out what fun is to be found within each new addition to the game, in a way its rapid prototyping as we develop.<br />
<br />
A good example of this was the 1st boss of SMB, its actually something we are still working on because it doesn't feel perfect yet, but the only design we had to go off was that I wanted dr fetusto set fire to the forest. As we talked about it more we thought it would be cool to get some squirrels into the mix somehow because Tommy had already made their AI. a few days before we submitted our final build to the IGF I decided to go with this walking chainsaw machine i had sketched up early on and we simply designed around those key factors.<br />
<br />
Dr Fetus sets fire to the forest and gets in a walking chain saw that chases you, you explore the area and find packs of squirrels that you chase towards blade mech, clogging ups its gears and eventually blowing it up. This all came together in game in about 3 days, we never really planned it all out till then.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How long has Super Meat Boy been in development? How much development time remains?</span></strong><br />
<br />
<strong class='bbc'>Tommy</strong>: Super Meat Boy has been in development for about 1 year now, we still have a few more months left.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What was used to make the game and what tools aided in development?</span></strong><br />
<br />
<strong class='bbc'>Tommy</strong>: I use C++ and Direct X, and I wrote a Flash Exporter so Edmund can export his animations on his OWN TIME AND NOT GET INTO MY PERSONAL TIME.<br />
<br />
<strong class='bbc'>Edmund</strong>: Tommy<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What's the main thing you think makes your game fun?</span></strong><br />
<br />
<strong class='bbc'>Tommy</strong>: Me and Ed.<br />
<br />
<strong class='bbc'>Edmund</strong>: Aside from the obvious response (Me), we have put a lot of thought into making Super Meat Boy fun and what makes games fun in general. A lot of this has to do with the rewards given for tasks that actually add to the game (like unlockable expert levels, warps zones and playable characters) instead of a simple digital prize that has nothing to do with the game what so ever (like achievements).<br />
<br />
It may appear to some that we are simply rehashing an existing platformer formula with a new skin on it, but in reality there is a lot of planning as far as how we can make a difficult game enjoyable without it becoming boring and or frustrating. There are many tricks I’ve learned from making platformers over the years that I use in SMB. I could go on and on about this for hours but basically what I’m saying is it was our person goal to make a very fun game, that's not always a focus when it comes to indie games but something we are trying our best to make our top priority.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Hours and hours huh? So I can bug you at GDC for an article on that? <img src='http://public.gamedev.net/public/style_emoticons/default/smile.gif' class='bbc_emoticon' alt=':)' /></span></strong><br />
<br />
<strong class='bbc'>Edmund</strong>: Once I’m not losing my mind working on this game ill for sure talk about its design more in depth. its been a very interesting experience re working a formula that was established so many years ago, especially when the new Super Mario Bros just recently came out, there’s a lot of strange things platformers still seem to hold on to that mean nothing now (lives, score, lives as reward) I tried my best to think about things as logically as i can.<br />
<br />
I love the feeling you get when you complete something difficult, but I also hate feeling defeated and discouraged by those same games. the tricks used in SMB are simple but effective, its not something you can really appreciate till you play the game but the ADD or Warioware style of the quick pick up and play levels, the removal of instructions/story that you already know, the ability to see your goal in front of you, the extremely quick respawning coupled with the visual reward of seeing all your attempts in the level all effect the over all fun factor of the game.<br />
<br />
I don’t want the player to be pissed off, but I still want a bit of that emotion to be there, it has to be to experience the reward for completing something difficult.<br />
<br />
I hope you'll leave me alone at GDC now!<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Didn't you see the <span style='font-size: 8px;'>very tiny print</span> when you agreed to do this interview? I'm contractually obligated to bug you. So - besides the IGF, what else have you done to get your game before players? What’s worked the best?</span></strong><br />
<br />
<strong class='bbc'>Tommy</strong>: We had a WiiWare/DSi London event. We had a bunch of people play it at TIGJam too, that was awesome.<br />
<br />
<strong class='bbc'>Edmund</strong>: When it comes to simply getting the name out to people I think our approach to marketing has done wonders for us. I decided to make a comic book as an ad for the game to give out at the London event Tommy mentioned above, we also sent these comics out to magazines and websites as a press pack. We basically approached advertising in an indie way, we tried our best to innovate the ideas behind getting press and making a comic book that not only showed the humor, theme and characters from the game but also gave the reader solid info on it i think was a very good way of getting the name in front of people.<br />
<br />
The response to the comics was extremely positive and we were able to make back the money we invested on the comic in the 1st month just by selling 50 signed comics off our twitter and newgrounds.com.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Is there anything about Super Meat Boy that you would like to reveal to other developers?</span></strong><br />
<br />
<strong class='bbc'>Tommy</strong>: No.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Surely it’s more awesome than that. Or are they trade secrets?</span></strong><br />
<br />
<strong class='bbc'>Edmund</strong>: I got a trade secret. If you go to Staples and buy an office chair, if you buy the replacement plan (16.99) and take the chair home wait 3 days and contact Staples online telling them your chair is defective, they will ask you to recycle the chair yourself and send you a store credit for the chair, then you can go buy another one so Tommy doesn't have to sit on the floor.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How did you feel about the judge’s feedback for your game?</span></strong><br />
<br />
<strong class='bbc'>Tommy</strong>: The judges seemed to really love the game.<br />
<br />
<strong class='bbc'>Edmund</strong>: Yeah the judges response was really good, on this that I found interesting was the fact that SMB scores the highest in audio, and another game I submitted (Spewer) scored lowest for audio..this was strange to me because the audio was not only identical in terms of quality and innovation but also done by the exact same people.. but maybe it was the sound of a little cute animal puking that turned people off.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>That’s an interesting look at how context can affect people, no?</span></strong><br />
<br />
<strong class='bbc'>Edmund</strong>: I think its more the judges personal preference, i was also informed that Spewer was simply just a run of the mill web game that's been done a million times. Everyone has their own opinions, I don't think this is a problem that can be fixed. But i really love the way the IGF dealt with the Nouvo award judging, I'd love to see more of that in future IGFs.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>I won’t name names but some guy with the initials Andy Schatz was <a href='http://www.gamedev.net/page/resources/_/reference/105/interviews/igf-interviews/2010-finalists/igf-2010-pocketwatch-games-r2736' class='bbc_url' title=''>found on some website</a> saying, and I quote, “… if that stupid Super Meat Boy wins. I hate that game and the developers are smelly and unattractive.” What is your official response to this?</span></strong><br />
<br />
<strong class='bbc'>Edmund</strong>: I heard Andy Schatz is famous for making burritos. For those of you who don't know this, making burritos is a popular pervert activity where said pervert eats a lot of beans, inserts his ***** into his own **** and farts on it till he reaches climax. Andy does this, Andy is a pervert.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What’s next for you?</span></strong><br />
<br />
<strong class='bbc'>Tommy/Edmund</strong>: Finishing Super Meat Boy]]></description>
		<pubDate>Fri, 12 Feb 2010 11:23:27 +0000</pubDate>
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		<title>IGF 2010: Strange Loop Games</title>
		<link>http://www.gamedev.net/page/resources/_/business/interviews/igf-2010-strange-loop-games-r2737</link>
		<description><![CDATA[<strong class='bbc'><span style='font-size: 18px;'>About the Independent Games Festival</span></strong><br />
<br />
The IGF Awards take place on the evening of the third day of Game Developers Conference, and are a major celebration of the best in indie gaming, with thousands <a href='http://www.igf.com/2007igfgallery.html' class='bbc_url' title='External link' rel='nofollow external'>watching the award presentation</a> before the <a href='http://www.gamechoiceawards.com/' class='bbc_url' title='External link' rel='nofollow external'>Game Developer's Choice Awards</a> are presented. The 2009 IGF Awards, including custom interstitials from Mega64, are <a href='http://www.igf.com/video/2009/index.htm' class='bbc_url' title='External link' rel='nofollow external'>available for online viewing</a>. All GDC visitors can attend the awards. <em class='bbc'>[From <a href='http://www.igf.com/01about.html' class='bbc_url' title='External link' rel='nofollow external'>IGF about page</a>]</em> <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>About Vessel</span></strong><br />
<br />
Arkwright, inventor of the world famous Fluro (mechanized-fluid automaton) is on a quest to finish his next great invention - The Device - that will alter existence in unfathomable ways.<br />
<br />
Travel to different industrial sites that use Arkwright’s Fluro invention to run their machinery. The Fluros, thought to be lifeless machines, seem to be developing minds of their own,mutating into new forms and running amok. It is up to Arkwright to understand (and exploit) these strange evolutions, and apply what has emerged in the field back to his lab work at home. Gather these evolved Fluros and machinery and bring them back to Arkwright’s lab to finish his ‘Device’, pushing the frontiers of science in this steam-punk universe.<br />
<br />
‘Vessel’ is built on a physics and fluid simulation engine featuring the unique ability to simulate characters composed entirely of fluid. Explore physically modeled worlds, solve puzzles by controlling fluid and machines, and harness the power of the mysterious ‘Fluro’ creatures that populate the land. <em class='bbc'>[From <a href='http://www.igf.com/php-bin/entry2010.php?id=138' class='bbc_url' title='External link' rel='nofollow external'>IGF info page</a>]</em><br />
<br />
<br />
<p class='bbc_center'><a class='resized_img' rel='lightbox[61c4f8f2a14941b9937ad162c676112a]' id='ipb-attach-url-2326-0-96678400-1330211811' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=2326" title="1.1.jpg - Size: 312.83K, Downloads: 43"><img src="http://public.gamedev.net/uploads/monthly_05_2011/ccs-66798-0-78878100-1305634294_thumb.jpg" id='ipb-attach-img-2326-0-96678400-1330211811' style='width:250;height:188' class='attach' width="250" height="188" alt="Attached Image: 1.1.jpg" /></a></p><br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>Interview with John Krajewski</span></strong><br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Who are you and how are you involved with Vessel?</span></strong><br />
<br />
My name is John Krajewski, I'm project lead on Vessel. I work on the simulation and gameplay programming, and manage design and production.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How did you become interested in game development?</span></strong><br />
<br />
It all started back on the commodore 64, typing in programs in the BASIC programming language. Games were my life as a kid then and making my own was kind of the natural extension of that.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How and when did the concept for Vessel originate?</span></strong><br />
<br />
Vessel started life as a physics engine I was writing, starting with basic stuff like objects moving and colliding, and as I kept adding things it got more and more interesting. By the time I started to get fluid working and fluid characters I saw the potential for Vessel. The concept and the story kind of grew out of that - I feel its important for the mechanics of a game and what it's about to be intimately linked and intertwined, to give it a natural and meaningful feeling, and that's what we've tried to do with Vessel.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Over the course of development, what was Vessel’s most serious issue and how was it resolved?</span></strong><br />
<br />
That would probably be the speed of the simulation. At first I made a regular object simulator and that worked pretty well, and then I added fluid and that worked well too, but together they were enormously slow - fluid interacting with objects created a lot of difficult collision problems that brought even top of the line machines to their knees. The solution was a lot of research, finding algorithms already out there and adapting them to our purposes, as well as inventing new techniques for the specifics of our engine. Things are much faster now, but we still want to continue improving it, and that's what I'm working on now, using multi-threaded hardware to get the maximum fluid volumes we can without sacrificing interactivity.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Were there any sites/books that you would routinely visit in your research efforts, or did you mainly pull information from a wide variety of sources?</span></strong><br />
<br />
The GameDev.net forums were a huge help, it was surprising the quality and depth of advice I could get and get quickly (and not just because GameDev is doing this interview <img src='http://public.gamedev.net/public/style_emoticons/default/wink.gif' class='bbc_emoticon' alt=';)' /> A lot of the white papers and things I used I found on recommendations from the forums. I've also got a lot of use out of the book Real Time Collision Detection by Christer Ericson. CodeProject.com has been a big help  for tools code.<br />
<br />
<br />
<p class='bbc_center'><a class='resized_img' rel='lightbox[61c4f8f2a14941b9937ad162c676112a]' id='ipb-attach-url-2327-0-96743400-1330211811' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=2327" title="3.2.jpg - Size: 181.32K, Downloads: 34"><img src="http://public.gamedev.net/uploads/monthly_05_2011/ccs-66798-0-56552300-1305634364_thumb.jpg" id='ipb-attach-img-2327-0-96743400-1330211811' style='width:250;height:188' class='attach' width="250" height="188" alt="Attached Image: 3.2.jpg" /></a></p><br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Did you experiment at all with 3D? Is the 2D a design choice, an engineering choice or maybe a bit of both?</span></strong><br />
<br />
Definitely both, fluid can be a performance hog and removing the z-dimension gives us the ability to get a lot more fluid in the game space. 2D was also more appropriate for the type of game we want to make, a puzzle platformer, so it was an easy choice. That said, we do plan to use 3d techniques in rendering that should be interesting – normal and specular maps on the objects for example.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What’s one thing you did wrong (individually or as a team) that you feel could have been avoided? How?</span></strong><br />
<br />
There were some design issues we found out were glaringly obvious to people but were completely invisible to us. Being so close to the project for so long it's easy to forget things that someone just approaching will notice immediately, and we missed a few of those we shouldn’t have. We could have avoided this by doing more playtesting, and doing it more frequently, before things were finalized. This can really help set our direction and it’s something we plan to do a lot more of.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Speaking of design issues, what were some of the methods you employed to mitigate/control the simulation during playtesting so you could re-create situations that evolved out of the fluid dynamics?</span></strong><br />
<br />
That’s one of the biggest design challenges, finding a way to setup events and get a desired outcome when the game is run by a simulation. That doesn't mean it's out of our control though,we have to design a layer back, setting up the environment to produce the desired game result through the simulation. This gives up some control but there's still a lot you can do, and we try to embrace the emergent nature of the system by making goals more abstract, and achievable in different ways.<br />
<br />
You also have to consider contingencies, what can go wrong since its all simulated, and one of the ways we handle that is to make the puzzles self-healing. So for example if you have a creature that you need to do something with and he gets splattered, another one will be naturally generated somehow that makes sense in the environment. Rather than kill the player and set the simulation back to start, we try to make levels automatically renew themselves as much as we can.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>If there was one thing you could look back on during development and say “that was really cool” – what was it and why?</span></strong><br />
<br />
The first time I got fluid working was a huge moment. Opening a flood gate and seeing a mass of water flow and splash and churn, pushing objects away, forming waves naturally that crash and recede, all these beautiful things you expect from real fluid that were now taking place from the equations I'd written. When writing code for dynamic fluid, you basically control a single drop, tell it how to move given its situation, and macro-level effects like crashing waves appear naturally from the interaction of the drops, there is no 'CrashWave' function. So seeing that was a great moment. It was out of my hands a little bit at that point, these effects were happening emergently from the system.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How long has Vessel been in development? How much development time remains?</span></strong><br />
<br />
Our team has been working on the game for about a year now. Before that I worked on it part time now and then for a few years. There's a lot we'd still like to add to the game before we officially release it, so it'll probably be awhile before we ship it.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What was used to make the game and what tools aided in development?</span></strong><br />
<br />
It was written in C++ with Microsoft Visual Studio, and uses Direct X for rendering. Art side, we used Photoshop, 3dsmax, and Z-Brush. We're still experimenting with the art style but we think we can get some really interesting effects by combining 2d graphics with 3d techniques like normal mapping.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>In regards to the engine, were there any 3rd party libraries that you used to help piece it together or is it completely home brew?</span></strong><br />
<br />
The tools, simulation, and rendering are home brew. We used FMod for audio and boost libraries internally in the physics engine code, for calculating graphs and things.<br />
<br />
<br />
<p class='bbc_center'><a class='resized_img' rel='lightbox[61c4f8f2a14941b9937ad162c676112a]' id='ipb-attach-url-2328-0-96755400-1330211811' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=2328" title="2.jpg - Size: 297.45K, Downloads: 32"><img src="http://public.gamedev.net/uploads/monthly_05_2011/ccs-66798-0-63972000-1305634429_thumb.jpg" id='ipb-attach-img-2328-0-96755400-1330211811' style='width:250;height:188' class='attach' width="250" height="188" alt="Attached Image: 2.jpg" /></a></p><br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Have you considered whether or not you will be licensing this technology for other developers to make use of?</span></strong><br />
<br />
<br />
That's something we'd like to do. We'll have to see what kind of demand there is for engines like ours and if it represents a need not being covered. We'll have to finish Vessel first though.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What's the main thing you think makes your game fun?</span></strong><br />
<br />
The interactivity. Everything in the game exists in a physics simulation and is maximally interactive. The fluid characters especially - they are characters whose form is made of simulated fluid,and every particle they contain is simulated and interactive with the rest of the environment. I believe when game mechanics behave naturally following rules, like our physics simulation, you get a lot more meaningful interaction because the player can understand the workings of the world and make predictions for the results of their actions. That's the source of a lot of the puzzles and fun in our game and any game I think - exploring these deep simulations and trying out actions based on your understanding of it.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Besides the IGF, what else have you done to get your game before players? What’s worked the best?</span></strong><br />
<br />
We're not quite ready to send our game out into the ether yet, so IGF will be a first look!<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How did you feel about the judge’s feedback for your game? (this year compared to ones past, if returning finalist)</span></strong><br />
<br />
The feedback was extremely helpful. As I said earlier, being so close to a project can make obvious problems invisible. We got paragraphs of feedback from some judges and it was really useful to hear it, both good and bad.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Seattle has a really great development community. How has your location helped you and your studio?</span></strong><br />
<br />
I went to school here at University of Washington, and started in the game business here, so I know a lot of other game devs in the area and that's been a big help. Some of them have left their companies to begin startup studios as well, and hearing their experiences is extremely useful, since otherwise I have no point of comparison. Having Microsoft in the area too is also definitely convenient, depending on the platform(s) we end up on.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What’s next for you?</span></strong><br />
<br />
Finishing Vessel! We're going to be making a lot of additions and changes and hopefully get it on a console.]]></description>
		<pubDate>Mon, 08 Feb 2010 15:45:15 +0000</pubDate>
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		<title>IGF 2010: Pocketwatch Games</title>
		<link>http://www.gamedev.net/page/resources/_/business/interviews/igf-2010-pocketwatch-games-r2736</link>
		<description><![CDATA[<strong class='bbc'><span style='font-size: 18px;'>About the Independent Games Festival</span></strong><br />
<br />
The IGF Awards take place on the evening of the third day of Game Developers Conference, and are a major celebration of the best in indie gaming, with thousands <a href='http://www.igf.com/2007igfgallery.html' class='bbc_url' title='External link' rel='nofollow external'>watching the award presentation</a> before the <a href='http://www.gamechoiceawards.com/' class='bbc_url' title='External link' rel='nofollow external'>Game Developer's Choice Awards</a> are presented. The 2009 IGF Awards, including custom interstitials from Mega64, are <a href='http://www.igf.com/video/2009/index.htm' class='bbc_url' title='External link' rel='nofollow external'>available for online viewing</a>. All GDC visitors can attend the awards. <em class='bbc'>[From <a href='http://www.igf.com/01about.html' class='bbc_url' title='External link' rel='nofollow external'>IGF about page</a>]</em> <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>About Monaco</span></strong><br />
<br />
Steal from the rich, keep it for yourself! Monaco is a 4-player co-op crime caper inspired by classic French heist movies and set in modern day Monte Carlo. <em class='bbc'>[From <a href='http://www.igf.com/php-bin/entry2010.php?id=229' class='bbc_url' title='External link' rel='nofollow external'>IGF info page</a>]</em><br />
<br />
Follow Monaco development!<br />
<br />
<strong class='bbc'>Twitter:</strong> <a href='http://www.twitter.com/MonacoIsMine' class='bbc_url' title='External link' rel='nofollow external'>@MonacoIsMine</a><br />
<strong class='bbc'>Facebook:</strong> <a href='http://www.facebook.com/pages/Monaco/263181693605?ref=ts' class='bbc_url' title='External link' rel='nofollow external'>Monaco</a><br />
<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>Interview with Andy Schatz</span></strong><br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Who are you and how are you involved with Monaco?</span></strong><br />
<br />
My name is Andy Schatz and I am the sole developer on the little 4-player cooperative heist game, Monaco.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How did you become interested in game development?</span></strong><br />
<br />
I've been making games since I was 7 years old when my mom bought me a "programming" book for the commodore 64. You just had to copy the code exactly from the book to the computer and you could make a little ski slalom game. I've been hooked for 24 years.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How and when did the concept for Monaco originate?</span></strong><br />
<br />
Monaco was actually a concept I thought of 9 years ago. I've always loved crime capers like The Sting. And shows like The A-Team and Mission Impossible really captured my imagination as a kid. I guess I just liked the idea of teams of brilliant individuals cooperating to do naughty things.<br />
I actually tried to get the game made as a big 3-D AAA title when I was at a game company about 6 years ago. We prototyped the thing but we couldn't find enough publisher interest to get the game made.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Did you dust off old design documents or just take what you could remember and approach it from a fresh angle?</span></strong><br />
<br />
I did end up using the basic graphic design from the original GDD. And while I didn’t actually refer to that document while I was making the 2010 version of the game, the prototype ended up awfully close to what I wrote in that document in 2004.<br />
<br />
The game design section started with this sentence: “MONACO combines the low-level game mechanics of PACMAN married with the stealth features of HITMAN.”<br />
<br />
I also recently built a board game version of Monaco in which each room was represented by a face down card. Each player could explore the building, turning over the cards, picking up loot, and dealing with whatever traps and guards they came across. It was flawed, but fun.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Over the course of development, what was Monaco’s most serious issue and how was it resolved?</span></strong><br />
<br />
It was almost never born at all. I was actually working on another title called Venture Dinosauria, and I was really struggling with it. I kept taking breaks from working on that game and coming back to it to recharge my game design juices. But alas, I was getting nowhere. I was very close to giving up entirely when I decided to take one more break and work on Monaco. After a week of work,it was fun. After two it was a blast. From there it just seemed to make sense to keep the ball rolling. I submitted to the IGF after 6 weeks of work, and continued updating throughout the judging process. The build that the judges most likely played was representative of about 11 weeks of work.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Did you choose the pixel graphics style for rapid development? Or was it more of a design/mechanics issue?</span></strong><br />
<br />
Both. The game is inspired by rogue-likes, and the visibility algorithm is all tile based. Since the game design was tile based, I thought the look and feel should actually emphasize the concept of“squares” rather than run away from it. I’m still working on moving the look and feel to be more Mondrian-esque.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What’s one thing you did wrong (individually or as a team) that you feel could have been avoided? How?</span></strong><br />
<br />
It's really hard to say. The game is so young in development, and the process has been so smooth, that I can't think of anything I would change. I certainly can't say that about my past projects,but this one has been a dream.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Do you feel that’s simply due to past experience? Choice of development platform? What do you think has made it smooth sailing (so far)?</span></strong><br />
<br />
Part of it is working in 2d. What a breath of fresh air. 3d is honestly such a pain in the ass; I’m not sure I’ll ever work on a 3d game again. You spend all your energy just making a game WORK rather than making it FUN when you are working in 3D.<br />
And I’ve been making games as a hobby for 24 years, and professionally since 1998. So I’m pretty good at what I do these days... ?<br />
<br />
<br />
<p class='bbc_center'><a class='resized_img' rel='lightbox[1b226dd8b3f74c36bf520938b6d79307]' id='ipb-attach-url-2324-0-01412700-1330211812' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=2324" title="prison2.jpg - Size: 184.5K, Downloads: 39"><img src="http://public.gamedev.net/uploads/monthly_05_2011/ccs-66798-0-24343100-1305631983_thumb.jpg" id='ipb-attach-img-2324-0-01412700-1330211812' style='width:250;height:149' class='attach' width="250" height="149" alt="Attached Image: prison2.jpg" /></a></p><br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>If there was one thing you could look back on during development and say “that was really cool” – what was it and why?</span></strong><br />
<br />
Having a playable game running on the Xbox and PC after 2 weeks of work was thrilling. I was able to start playtesting with friends and family from the very beginning. It's a lot easier to develop game if it's fun from the get-go... all you have to do is add features until it's done. If you are trying to make something fun that doesn't start out fun... that's a huge hill to climb.<br />
Also, getting a network game running after only a week of work was a big ego-boost..<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How long has Monaco been in development? How much development time remains?</span></strong><br />
<br />
I've been working on it for about 14 weeks now (I took some time off over the holidays). The amount of time remaining entirely depends on what platform I end up targeting.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What was used to make the game and what tools aided in development?</span></strong><br />
<br />
I'm currently using XNA to build the game, though I may end up porting it if I decide to go to Wii or PS3. As for as tools, I use all free or open source stuff: Graphics Gale for pixel art, GIMP for image editing, Audacity for recording and sound editing, Lidgren for my network backend. I also use a Google Docs spreadsheet for my task/bug list.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What are some of the things behind your decision when choosing a platform (or multiple platforms)?</span></strong><br />
<br />
I actually have a big decision before me right now… do I go on my own to an exclusive console platform, do I try to work with a publisher to go multiplatform, or do I focus on the less restrictive platforms and go it alone there? Each entails different business partners, different final forms of the game, all of which are good. But I won’t even really know what my viable choices are until I start that conversation… which is happening pretty much as we speak.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What's the main thing you think makes your game fun?</span></strong><br />
<br />
How could a 4-player cooperative heist game - sorta like Gauntlet crossed with Hitman - NOT be fun. It's a blast. It's one of only two games my fiancée really loves to play. She likes to play asthe Prowler, I like to play as the Cleaner. We'll spend hours stealing loot, sneaking away from guards, and in the event of a mistake, panicking and hiding in a closet.<br />
<br />
You can earn medals too - if you steal 100% of the loot and you don't get shot you get a Platinum medal. When I'm playing by myself I like to try to do Speedruns on Platinum. Getting a platinum on the shorter missions only takes about 5 minutes while the longest takes around 15-20.<br />
It's a great single player game. It's a great party game. It includes an editor and even lets you play your edited levels across the network. It's got a fun story. Great music. Atmospheric audio.And you can steal stuff. With your friends. What's not to like?<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Were there any issues that cropped up you would define as specific to designing/implementing the co-op part of the game?</span></strong><br />
<br />
Making each character unique enough that they really act in complementary ways, while still making all of them fun, viable choices in single player, is pretty hard. I’m fine with one character being a more difficult single player character, but they can’t be broken. Players tend to identify with characters, not with abilities, so you want to make sure whichever character“speaks” to the player is a viable, but unique choice if they are playing by themselves.<br />
<br />
<br />
<p class='bbc_center'><a class='resized_img' rel='lightbox[1b226dd8b3f74c36bf520938b6d79307]' id='ipb-attach-url-2325-0-01426100-1330211812' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=2325" title="charSelection.jpg - Size: 272.33K, Downloads: 39"><img src="http://public.gamedev.net/uploads/monthly_05_2011/ccs-66798-0-21679500-1305632093_thumb.jpg" id='ipb-attach-img-2325-0-01426100-1330211812' style='width:250;height:149' class='attach' width="250" height="149" alt="Attached Image: charSelection.jpg" /></a></p><br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Besides the IGF, what else have you done to get your game before players? What’s worked the best?</span></strong><br />
<br />
Well, considering that the game is so young, I haven't really done a lot to get the game out there yet. Mostly I just contacted individuals within the indie community asking them for advice on gameplay and art.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Is there anything about Monaco that you would like to reveal to other developers?</span></strong><br />
<br />
In Monaco, each character has a unique specialty and "bomb" that they can use to help themselves and teammates on the heist. The Hacker has thermal vision to see through walls and can plant spy cameras around the location. The Cleaner can knock out guards with chloroform and regenerates when standing still, the Locksmith opens doors and safes really quickly and has a smoke-bomb to escape from guards, the Prowler moves faster than her teammates and specialized in acts of agility.<br />
<br />
And there are a number of unlockable characters that haven't been announced yet!<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How did you feel about the judge’s feedback for your game?</span></strong><br />
<br />
I always find the feedback to be of high quality, though I've never felt that the feedback was an essential part of the IGF. I don't enter the IGF to hear what the judges would like for me to improve... I can get that kind of criticism from my informal playtesting. I enter the IGF in order to try and win it.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>So I guess you get a break from hosting the IGF awards this year? Or could you potentially present yourself with an award? ?</span></strong><br />
<br />
I wish. I’m gonna bum rush the stage in any case. Especially if that stupid Super Meat Boy wins. I hate that game and <a href='http://www.gamedev.net/page/resources/_/reference/igf-2010-team-meat-r2739' class='bbc_url' title=''>the developers are smelly and unattractive</a>.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What’s next for you?</span></strong><br />
<br />
Finish Monaco! I have a really good feeling about this game... I think people are going to like it... a lot.]]></description>
		<pubDate>Fri, 05 Feb 2010 13:06:12 +0000</pubDate>
		<guid isPermaLink="false">fc9e5c39356354a60d33ca59499913ca</guid>
	</item>
	<item>
		<title>EDI Games </title>
		<link>http://www.gamedev.net/page/resources/_/business/interviews/edi-games-r2732</link>
		<description><![CDATA[

We speak to <a href="http://www.gamedev.net/profile/profile.asp?mode=display&id=25572">Raymond Jacobs</a>, founder of Massachusetts&ndash;based independent game studio Ethereal Darkness
Interactive about their history and experiences developing RPG-Adventure games <i>Morning&rsquo;s Wrath</i> and <i>The Lost City of Malathedra</i>.
<div class="c1"><img src="http://images.gamedev.net/features/business/spotlightEDI/fig1.png"></div>
<p>Raymond talks over the lessons learned from the past and tells us how they&rsquo;re constantly refining their processes and technology to bring us new games <a href=
"http://staticgame.com/"><i>STATIC: Investigator Training</i></a> and <i>Morning&rsquo;s Wrath 2</i>, both powered by EDI&rsquo;s first-party engine technology <i>Selenite</i>.</p>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Can you tell me a little about how was EDI Founded?</div>
<div class="featmenu c2">
<p>EDI was founded by me, Raymond Jacobs, in around 2002. Since around the early- to mid-90's I'd been a passionate gamer; mostly adventure games, and after long I decided that I wanted to be like
the designers I admired and create interactive experiences that moved people too. As I was very young when I started this journey, it was a long while before I had the experience, skill and
commitment to develop anything worthwhile, not to mention commercially viable; EDI Games is my first attempt at this.</p>
</div>
<br>
<h1>Morning&rsquo;s Wrath</h1>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Was Morning&rsquo;s Wrath EDI&rsquo;s first game
title?</div>
<div class="featmenu c2">
<p>Morning's Wrath, was EDI's first game title... however that doesn't tell the whole story. I created a non-published adventure game under a different name than EDI Games; but it really wasn't any
good. There are however, plans to take the original base story and design and bring it up to date as a new IP for EDI Games, as it represented a very raw, misdirected application of my inspiration
and I think there is some value in that.</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Members of GameDev.net first became aware of EDI way back
in 2005 when you released Morning&rsquo;s Wrath...</div>
<div class="featmenu c2">
<p>Well, I'd lurked and posted about it on GameDev.net long before we released it in 2005; those were very exciting times, I was learning a lot about game development and engine design and
GameDev.net didn't have many folks working on serious releases; this seems to have changed since then though.</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Where did the idea for Morning&rsquo;s Wrath come
from?</div>
<div class="featmenu c2">
<p>The initial ideas for Morning&rsquo;s Wrath came out of desperation; I had just scrapped a partially finished game idea and knew I wanted to go for something a bit medieval and epic. Diablo was an
obvious inspiration in terms of gameplay; but I also mixed it with a lot of traditional adventure game concepts. In writing the story; I took the standard clich&eacute;, of a princess whose kingdom
has come under attack, but mixed in a magical well, which granted immense power but at the cost of your health and sanity. Princess Morning would have to sacrifice herself to save her kingdom, but
instead of dying she would have to live with her sacrifice.</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">How well was Morning&rsquo;s Wrath received by critics and
gamers?</div>
<div class="featmenu c2">
<p>Morning's Wrath was much better received by critics than I would have thought; due to the dated graphics. Our reviews were quite good and we routinely get emails from gamers telling us how much
they like it. We have a gamespot user score of 7.4 and a PC GameZone score of 7.4. Sales were modest, selling around 500 copies independently; and a few hundred more through resellers such as
Stardock; as well as doing a distribution deal with Game Tap.</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Are you still selling Morning&rsquo;s Wrath?</div>
<div class="featmenu c2">
<p>Yup, we still sell Morning's Wrath, though the site is currently down for redesign since Morning's Wrath 2 is nearing :)</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">How well is it doing for an &ldquo;old&rdquo; game?</div>
<div class="featmenu c2">
<p>We sell a handful of copies each month; being four years old now, I think it has excellent staying power; and with Morning's Wrath 2 coming it should only energize the original.</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">How many people were involved with the development of
Morning&rsquo;s Wrath and who did what at the time?</div>
<div class="featmenu c2">
<p>Being our first game, management wasn't what it should have been; so there were many of folks coming and going; but there were some whose efforts really made Morning's Wrath possible...</p>
<ul>
<li><i>Raymond Jacobs</i> - yours truly - probably a bit of bad form to put myself first, but I ended up doing the majority of the work on Morning's Wrath, 90% of the graphics and animation; building
the engine, over half the writing and gameplay scripting.</li>
<li><i>Zach Todd</i> did a lot of writing for Morning's Wrath, primarily the back-story, he also did a lot of level design and gameplay scripting.</li>
<li><i>Adam Frechette</i> was responsible for the soundtrack; which lots of folks seemed to really like.</li>
<li><i>Jenna Hoffstein</i> did some great work on character modelling; taking my initial works and making them better.</li>
<li><i>Morgan Chaput</i> was responsible for the great sketches in the intro and a lot of the in-game items; all hand drawn and scanned.</li>
</ul>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What lessons did you learn from the development of
Morning&rsquo;s Wrath?</div>
<div class="featmenu c2">
<p>We learned a ton of lessons while making Morning's Wrath - the first being that a game can't take four years to create! This time-line was the result of inexperience and bad time management. In
terms of game engine development, the use of existing, proven tools is paramount; no one cares how hard you worked on your engine, or how many bugs you fixed.</p>
<p>I learned that the gaming press is pretty much just waiting for news; it doesn't take much to get basic notice; so write up a basic press release and some screen shots, email them to key sites and
your news will spread. Fun gameplay is paramount to an enjoyable gameplay experience; good graphics that resonate with your target market, is paramount to getting folks to try your game.</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">After Morning&rsquo;s Wrath, what did EDI games do next
&ndash; did you take a break, plow headlong into your next game, or...?</div>
<div class="featmenu c2">
<p>After Morning's Wrath, we jumped straight into our second game, The Lost City of Malathedra, which was released Nov 1 2008. I do remember it wasn't that long of a break... maybe a month or two;
but work started with the development of a new engine, since Malathedra was a traditional point and click adventure game, but with some modern flair; 3D terrain and pixel shader lighting. This took
us three years to create, because we didn't learn our lesson in some areas, and we over-designed in others.</p>
</div>
<br>
<h1>Lost City of Malathedra</h1>
<div class="c1"><img src="http://images.gamedev.net/features/business/spotlightEDI/fig2.png"></div>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What inspired the idea behind this game, as it&rsquo;s so
different in theme to the original Morning&rsquo;s Wrath?</div>
<div class="featmenu c2">
<p>Malathedra was a completely different animal; I had enough with the medieval RPG genre after working four years on Morning's Wrath; I decided a modern semi-realistic adventure setting would be a
nice change.</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Did you use the same team to create Lost City?</div>
<div class="featmenu c2">
<p>Nope, we used a completely different team; in part because Malthedra was a very different animal which didn't resonate with Morning's Wrath team members. Some team members were just "done" with
game development for the foreseeable future &ndash; it&rsquo;s not for everyone.</p>
<p>For Malathedra we had far less team member turnover than with Morning's Wrath; primarily due to enforcing higher requirements of team members to weed out folks who weren't skilled or committed.
Malathedra was a three man team:</p>
<ul>
<li>Myself, doing all of the art, engine development, most of the writing and half of the gameplay scripting</li>
<li><i>Brian Linton</i> did additional writing and did the other half of the gameplay scripting.</li>
<li><i>Joe Francis</i> was in charge of Malathedra's soundtrack, which I feel had some really great themes, we'll likely revisit.</li>
</ul>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Did you carry any ideas, lessons or feedback forward from
the development of Morning&rsquo;s Wrath into Lost City?</div>
<div class="featmenu c2">
<p>Absolutely; the biggest lesson forward was that 'we are now in the business of making games'; it was no longer an experiment as to 'if' we could create and sell a game, we already did that - now
we had to try and refine the process.</p>
</div>
<br>
<div class="c1"><a href="http://images.gamedev.net/features/business/spotlightEDI/fig3.png"><img src="http://images.gamedev.net/features/business/spotlightEDI/fig3_t.png"></a></div>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Did you use the same engine?</div>
<div class="featmenu c2">
<p>I developed our second engine for Malathedra; mainly because it was vastly different from the Morning's Wrath engine; and the Morning's Wrath engine suffered from major design flaws and feature
creep. A key element in our engine design change was to make the engine 100% data driven, using XML and Lua scripting. In Morning's Wrath we had to muck about in C++ every time we wanted a new
feature; we would create a basic adventure engine and use external data to shape the experience.</p>
<p>We also used a lot more 'off the shelf' and proven components to make development fast and stable, the C++ Standard Library, Lua, Boost, TinyXML to name a few. We saw major benefits from this new
engine; Morning's Wrath development was plagued by engine tweaking and debugging where there was almost none of this during Malathedra's development.</p>
</div>
<br>
<h1>The Present</h1>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">How many people are involved in EDI now and what are their
roles?</div>
<div class="featmenu c2">
<p>The folks involved in EDI change drastically from game to game; at the moment you can say that my wife Jacki and I are the two solid members.</p>
</div>
<br>
<div class="c1"><a href="http://images.gamedev.net/features/business/spotlightEDI/fig4.png"><img src="http://images.gamedev.net/features/business/spotlightEDI/fig4_t.png"></a></div>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">EDI have just released STATIC: Investigator training
&ndash; can you tell us more about this game?</div>
<div class="featmenu c2">
<p>STATIC is a real exciting game for us; a complete departure from what we've done in the past. It intertwines traditional adventure gameplay, with gathering evidence of paranormal activity; and
some personal scares :)</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What&rsquo;s the game about? What&rsquo;s the story?</div>
<div class="featmenu c2">
<p>It is a paranormal adventure; where you assume the role of Julie Masters, a young woman, interested in all things paranormal, who is seeking membership with Berkshire Paranormal, a Paranormal
Investigation society based in the Houghton Mansion in North Adams, Massachusetts USA.</p>
<p>The Mansion was the scene of a gruesome tragedy in the early 1900's where Mary Houghton was killed in an automobile accident when her chauffeur John Widders made an error and the soft-shoulder of
the road collapsed, sending the vehicle down a cliff. John survived the accident; only to commit suicide a day later with a horse pistol; not long after that A.C. Houghton Mary's father died
mysteriously as well.</p>
<p>Julie is granted an opportunity to investigate the mansion; and if she does well she'll become a member of Berkshire Paranormal. As she investigates the mansion and its surrounding areas; she
begins to discover there is more to the history of the Houghton Mansion than first met the eye.</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Where did the idea come from?</div>
<div class="featmenu c2">
<p>Jacki discovered Berkshire Paranormal and the Houghton mansion; while she was looking for some local stories to base a game from. We both attended once of their fall events, where you can
investigate the mansion; we approached Nick Mantello (head of Berkshire Paranormal) and he was excited from the start. We worked closely with him to understand the history of the mansion and Jacki
wound an interesting twist into the historical accounts of what happened there.</p>
</div>
<br>
<div class="c1"><a href="http://images.gamedev.net/features/business/spotlightEDI/fig5.png"><img src="http://images.gamedev.net/features/business/spotlightEDI/fig5_t.png"></a></div>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">STATIC uses Motion-captured footage of live actors in the
game &ndash; can you explain how this came about? Why did you depart from using hand drawn/rendered images to using video footage?</div>
<div class="featmenu c2">
<p>Jacki wanted to do a paranormal investigation game; and we felt that using footage instead of drawn/rendered characters and areas would help to convey the mood and show people that it is based on
real life happenings. In addition to that; we were able to capture the beauty of the mansion with very little effort; modelling and rendering an equivalent of it would have been costly and time
consuming.</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Did you face any special challenges when doing the game in
this way?</div>
<div class="featmenu c2">
<p>Absolutely; it was our first game of this kind; so we had to develop some special ways to capture video and photograph scenes to get what we needed.</p>
<p>There is also way more of a 'human element' in doing a game like this; props, clothing, acting direction, schedules; photo releases, location releases; waivers of personal injury, etc. etc.</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Would you develop a game with this idea and style
again?</div>
<div class="featmenu c2">
<p>Absolutely; it is very rewarding and it seems as if folks like it; Jacki is taking the holidays off, but then she'll be back working on STATIC 2; which is set in Salem, Massachusetts</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Who was involved in the creation of STATIC?</div>
<div class="featmenu c2">
<p>Due to the nature of the game, it had the most human involvement of any of our games - but as for developers, it was Jacki and I.</p>
<p><i>Writing:</i> Jacki handled all aspects of writing, from initial idea to complete design document; the design of STATIC was meticulous.</p>
<p><i>Programming:</i> I handled all the programming for STATIC; compared to our two previous games, programming was the least time consuming process; mainly due to our new engine Selenite.</p>
<p><i>Location work:</i> Jacki handled the on-location relationships with Berkshire Paranormal; while I handled the business side of things.</p>
<p><i>Casting:</i> Jacki handled all casting work, including planning/coordinating filming schedules and photo shoots</p>
<p><i>Technical:</i> I handled all of the technical aspects; video equipment, specialized editing tools; even the preparation of a chroma-key green sprayed tread-mill that would capture realistic
walking cycles from actors.</p>
<p><i>Voice Talent:</i> Jacki was in charge of writing all the dialogue; instructing voice actors and the capture process; I was in charge of processing audio for EVPs and other special effects.</p>
<p><i>Costume Design:</i> Jacki handled most of the costume design/ preparation for the actors.</p>
<p><i>Video Processing:</i> Jacki and I both shared the work of processing source video into sprites; which was very labor intensive.</p>
<p><i>Additional Graphics:</i> I handled all the special effects work and additional graphics; as well as processing a lot of photographs for in-game use.</p>
<p><i>Filming Direction:</i> Jacki instructed all the actors; I oversaw the process and chimed in about any technical implications/limitations.</p>
<p class="c3">Actors:</p>
<ul>
<li>Laura Frechette - Julie Masters</li>
<li>Nick Mantello - As himself</li>
<li>Tara McCaughey - Lindsey</li>
<li>John Erickson - John Widders</li>
<li>Shana Goodman - Mary Houghton</li>
<li>Billy Grimaldi - A.C. Houghton</li>
<li>Brenda Grimaldi - Cordelia Houghton</li>
</ul>
</div>
<br>
<h1>Technology</h1>
<div class="c1"><img src="http://images.gamedev.net/features/business/spotlightEDI/fig6.png"></div>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">You&rsquo;re developing your new Selenite Engine/Editor
&ndash; have you always developed your own engines?</div>
<div class="featmenu c2">
<p>Yup, engine development is a good piece of what we do at EDI Games.</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Why make your own engine?</div>
<div class="featmenu c2">
<p>There are a couple of reasons; one being, I personally enjoy engine development - and now, three engines in, I am also rather good at it. While at EDI we develop games, we also aspire to be a game
engine/middleware company; this is going to be more apparent in early 2010 when we start licensing Selenite to the public. We already have some valuable folks set to be early adopters of Selenite, a
notable celebrity would be Dave Gilbert and <a href="http://www.wadjeteyegames.com/">Wadjet Eye Games</a> (of <i>The Shivah</i> and <i>Blackwell</i> series fame).</p>
<p>I also feel that most 'serious' game engines these days are still far too complicated and generalized; what we need is 'RPG Maker and AGS' for commercial games, and that is a big part of what
Selenite brings.</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Do you use any third party technology in your
engines?</div>
<div class="featmenu c2">
<p>Absolutely; there are major benefits to using stable third party technology. We&rsquo;re currently using <a href="http://www.vorbis.com/">Ogg/Vorbis</a>, <a href="http://www.lua.org/">Lua</a>,
<a href="http://www.annosoft.com/">AnnoSoft</a>, <a href="http://www.codeplex.com/ScintillaNET">ScintillaNet</a>, <a href="http://nsis.sourceforge.net/Main_Page">NSIS</a>, <a href=
"http://www.box2d.org/">Box2D</a>, <a href="http://subversion.tigris.org/">Subversion</a> and of course DirectX.</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What features does Selenite have?</div>
<div class="featmenu c2">
<p>The main feature of Selenite is to remove as much drudgery as possible between a game concept and resources, and a completed game.</p>
<p>Selenite presents the developer with a basic world, formed out of rooms; and within the rooms exist actors; actors can be anything from scenery, to sound emitters to full interactive
characters.</p>
<p>Selenite also provides the following features:</p>
<ul>
<li>event driven scripting</li>
<li>subversion integration</li>
<li>integrated one-click installer maker with dependencies; share your game the moment you've got something to share.</li>
<li>a physics enabled world</li>
<li>copy and paste ability of elements at every level of design.</li>
<li>WYSIWYG design concepts</li>
<li>a traditional adventure inventory</li>
<li>integrated dialogue choice system</li>
<li>XML based project storage; know that your project data is parsable should you want to process it with external tools.</li>
<li>spatially aware audio system</li>
<li>a class/instance architecture to allow component design.</li>
<li>a robust scripting API with waitable functions for ease.</li>
<li>programmable shaders</li>
<li>localization editor for multiple languages, auditing dialogue and integrating voice talent.</li>
<li>skinnable user interface</li>
<li>video/cutscene system</li>
<li>multiple output platforms: Windows PC/Web/OS X (with Flash, iPhone and XBox360 forthcoming)</li>
<li>game object centric resource system; no resource duplicates or file name conflicts ever again, due to cryptographic hashing of resource data.</li>
<li>game project local resource cache; no linkage to external resource import source.</li>
<li>integrated instructions/tutorial system</li>
<li>feedback system; users can provide voluntary feedback in the field through the game over HTTP to a web CGI</li>
<li>error reporting system; users may report errors to you with a concise actions journal to better diagnose issues.</li>
<li>statistical tools, script code line counter; code distribution stats and class/instance ratio</li>
</ul>
To emphasize the simplicity of Selente; the C++ Win32 engine is only about 6,000 lines of code in its completed state. It&rsquo;s a testament to third party library usage and keeping things
restrained and elegant.</div>
<br>
<div class="c1"><a href="http://images.gamedev.net/features/business/spotlightEDI/fig7.png"><img src="http://images.gamedev.net/features/business/spotlightEDI/fig7_t.png"></a></div>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What does Selenite do that your other engines
haven&rsquo;t?</div>
<div class="featmenu c2">
<p>It allows us to build games, really, really fast; it is as if developing a game has become just another application. I can sit down, pop open Selenite and load my game project, and just start
working away at it; no lengthy compilations. It does the hard work and lets me concentrate on adding gameplay features.</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What challenges have you had to overcome whilst developing
Selenite?</div>
<div class="featmenu c2">
<p>First off, Selenite has been our fastest developed engine, with development starting Jan 10, 2009 and being feature complete around July 2009. Also factor that in we developed a good portion of
Morning's Wrath 2, and STATIC: Investigator Training during this time.</p>
<p>The biggest challenge when developing Selenite has been to create a really good game design system. In game development tools are key and I had to deal with the age old question:</p>
<p class="c3">&ldquo;an external editor that exports to an engine? or an engine with a built-in editor?&rdquo;</p>
<p>I decided to go for an external editor; I didn't need the editor (which is a huge part of the time spent on Selenite) mucking up what could be a very small and elegant engine. Given our goals for
having multiple engines for various platforms, keeping the engine light was essential. A lot of the groundwork for Selenite was laid in the Malathedra engine; in short, how to represent a game
entirely as data, without needing to dig into real code for each game.</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Would you licence out Selenite for other developers?</div>
<div class="featmenu c2">
<p>Absolutely; we have plans for an early 2010 roll-out to early adopters; and we've still got some slots open if anyone serious indie developers are out there.</p>
</div>
<br>
<h1>Development</h1>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Describe the process of developing a typical EDI game, how
do you start?</div>
<div class="featmenu c2">
<p>Once we've decided on what the game is about; how to lead into it, what you'll do in the game and how it will end; we work to flesh it out in extreme detail. We write a design document which
meticulously details the flow of the game and what can be done in it, because "if it isn't in the design document, it's not in the game", a common motto around here. This is also a point where we
'assetize' the game, to create an asset and deliverables list, mainly for art and other things, sometimes sound and music.</p>
<p>Then we go hunting for folks (many times in the GameDev.net help wanted forum) who are interested in working on the game; everyone from volunteers looking for their name in the credits to
contractors making a couple hundred up front. I then coordinate all of the resource producers, making sure things are done in the proper order and to spec. I usually integrate assets into the game,
as I tend to program alone these days.</p>
<p>We set realistic deadlines and adjust features and timelines as necessary to maintain quality and keep close to our intended deadlines. Once we have elements worth showing we begin to leak
information to the game press via e-mail press releases.</p>
<p>Once we reach a 'feature complete' stage we begin the polishing stage and get the game sent off for an initial round of usage and bug testing; we have a small group of dedicated folks that beta
our games, we've recently named it 'The Copper Group' and there is a Google group dedicated to it so we can communicate easily.</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">EDI games are RPG focussed, what is it that excites you
about RPG games?</div>
<div class="featmenu c2">
<p>I'd say we're about half adventure and half RPG; what really excites me about RPG is the focus on gameplay mechanics and action; rather than just predetermined story common in adventure games.
Certain stories need some heart pumping action; and a lot of gamers like that, so we try to cater to them as well.</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Which games &ndash; past and present &ndash; inspire you
to make the games you do?</div>
<div class="featmenu c2">
<p>For the past, games like the Kings Quest series, Diablo, the Monkey Island series and Phantasmagoria, have all been heavy hitters for my inspiration. Modern day, I've taken some cues from Gish;
Gears of War, Penumbra and The Lost Crown.</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">How important do you think the story is in your
games?</div>
<div class="featmenu c2">
<p>Story is very important in our games; it is there to convey emotion and build an understanding with the player; to personally invest them. We also try to let the player draw their own conclusions
at points, sometimes saying too much is bad - when it comes to story what the player can imagine is almost always better than what you can fabricate.</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Does story come first, second or is it developed
hand-in-hand with the gameplay?</div>
<div class="featmenu c2">
<p>It really depends on the game; but for our adventure and adventure/RPG games story always comes first, as it is such a large part of the game. We're working on some casual titles which don&rsquo;t
really have any story, so there&rsquo;s the contrast.</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Your games often focus around one or a few select
characters, how much time do you put into the background, dialog and development of these characters in the development process?</div>
<div class="featmenu c2">
<p>There is often way more backstory than we can practically get in game; this was particularly the case in Morning's Wrath. We have mounds of stuff which didn&rsquo;t make the cut, but it serves as
good material to use in subsequent games. We've never been good with 'lots of zany characters' kinds of games, we try to keep things relatively solitary; most of our games, notably Morning's Wrath
and Malathedra have some heavy undertones in them if you look deep enough.</p>
</div>
<br>
<div class="c1"><a href="http://images.gamedev.net/features/business/spotlightEDI/fig9.png"><img src="http://images.gamedev.net/features/business/spotlightEDI/fig9_t.png"></a></div>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">How do you test your ideas, stories and gameplay before
committing to them full-time?</div>
<div class="featmenu c2">
<p>For stories, I usually bounce them off of gamers; and if I hear 'wow that sounds awesome' I consider it a hit. We try to keep fairly restrained in our gameplay innovation; especially in games
where it isn't the focus (e.g. adventure games). For Morning's Wrath and the like, user testing was really the only way to insure it worked.</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Once you&rsquo;re past the &ldquo;fun&rdquo; bit of
development, how do you go about polishing the games and seeing them through to completion?</div>
<div class="featmenu c2">
<p>Oh yes, 'the hard part'! The only thing that really keeps me going is that I have a game to deliver - not delivering is not an option! In addition to delivering, it's gotta be good, because
otherwise no one is going to purchase it. So really, the drive to finish games and create a quality product keeps my nose to the grind stone. I know it is notorious for indie game developers to lose
interest in projects and early on it was the same for me, but once I started treating it like a business instead of a hobby and committed my life to it is when I was able to justify the long hours
and tedious work.</p>
</div>
<br>
<h1>Studio</h1>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">When you started EDI games, did you intend to self-publish
your games?</div>
<div class="featmenu c2">
<p>When I started, my only thought was 'can I actually create and sell a commercial game', the idea seemed ludicrous to most people I spoke with and not having ever sold anything before the
implications were scary. I knew however that, assuming I could hack it, this is what I wanted to do.</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">How important are digital distribution channels to an
indie studio like EDI? Which channels do you currently use and what are planning to use?</div>
<div class="featmenu c2">
<p>Digital distribution is all we do; though admittedly we haven't got into many channels yet. We have used Game Tap and do most of our selling through <a href=
"http://home.plimus.com/ecommerce/">Plimus</a> which has opened many reseller doors to us.</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Does being an indie studio give you the ability to do
things that the larger studios aren&rsquo;t able to?</div>
<div class="featmenu c2">
<p>Absolutely; we're able to develop the games we'd like to develop; with budgets that are very very realistic. The flop of a single title doesn't mean the doors close.</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Does being an indie studio offer any special challenges
that other larger studios don&rsquo;t face?</div>
<div class="featmenu c2">
<p>The cash flows are much, much smaller - we can always do with more liquid assets and that is what we're trying to maximize now.</p>
</div>
<br>
<div class="c1"><a href="http://images.gamedev.net/features/business/spotlightEDI/fig10.png"><img src="http://images.gamedev.net/features/business/spotlightEDI/fig10_t.png"></a></div>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">How much of your personal finance goes into EDI? Is EDI a
full-time venture to you?</div>
<div class="featmenu c2">
<p>EDI Games is currently able to support 90% of its financial needs - almost all of what we make is re-invested back into the company to create subsequent games. EDI Games is still a part-time gig
for me, but I easily put 40 hours into it most weeks.</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Have you been subject to piracy as an Indie
developer?</div>
<div class="featmenu c2">
<p>Absolutely!</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">How did you detect it?</div>
<div class="featmenu c2">
<p>Funnily enough, for Malathedra, we experienced a dreaded issue - some pirates modified the games resources in an attempt to make it smaller. However, in doing so, they broke the game! This
breakage created a particular issue which didn't exist in the non-pirated retail version; we actually had folks who pirated the game come to our forums looking for a solution; it was a bad side of
humanity.</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Did you attempt to prevent it?</div>
<div class="featmenu c2">
<p>Short of being draconian there is no way to really prevent piracy and even then it is rarely successful; we think it is better to focus our efforts on honest customers.</p>
</div>
<br>
<h1>The future</h1>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Morning&rsquo;s Wrath 2 is in development &ndash;
what&rsquo;s the game about this time around?</div>
<div class="featmenu c2">
<p>First and foremost; Morning's Wrath 2 is going to be a very fun, very polished experience. If you enjoy story, and battle gameplay you're going to love it.</p>
<p>From a story perspective; Princess Morning has restored peace to her kingdom but due to her illness from the mana well she's turned rule of the kingdom to those she deems 'better' for the job. The
mana poisoning is killing her and she has (outwardly) come to terms with this. However, as in Morning&rsquo;s Wrath 1 her mentor Haliphen the wizard will show her that to just lay down and die isn't
an option as he sets her on a quest to discover the The Northern Altar.</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">How does it differ to Morning&rsquo;s Wrath?</div>
<div class="featmenu c2">
<p>Morning's Wrath 2 will have a much more casual approach; you'll have more freedom to engage in the story; or just wreak havoc on enemies. With that being said, we'll also delve way more into
Morning's personality; we didn't much get to know her mind in MW1, but in 2, she's been through a lot from the mana poisoning, and she's gonna soften a bit... and the outcome is going to be pretty
unexpected I think.</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Do you have anything you&rsquo;d like to say about
Morning&rsquo;s Wrath 2, the development of it, the lessons learned from previous games and anything you&rsquo;re proud of about the new game?</div>
<div class="featmenu c2">
<p>Both STATIC and Morning's Wrath 2 are our '3rd generation' games and one thing they both exhibit is a massive discipline for development, planning and time management. In the old days, I'd just
half bake a story and start in on some graphics; these days, the story gets hammered out first and then it gets put into production, so there aren't many mistakes and surprises.</p>
<p>I am particularly proud of the artwork in Morning's Wrath 2, we managed to get an industry veteran <i>Mathew Skutnik</i>, previously of <a href="http://www.cyberlore.com/">Cyberlore Studios</a> to
do the environmental art and a newcomer, <i>Alexander Zubov</i> to do some additional scenery; they're both responsible for the game looking really nice at this point.</p>
<p>Another great aspect is the physics system we get from Selenite; I decided that almost any new game needs physics and using physics for gameplay and spells in MW2 is turning out to be awesome,
leading to very dynamic gameplay and lots of fun.</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">When&rsquo;s Morning&rsquo;s Wrath 2 due to be
published?</div>
<div class="featmenu c2">
<p>We <i>were</i> hoping to get it out for the holiday season 2009, but that didn&rsquo;t happen; Morning's Wrath is our flagship IP and it needs to be really, really good so we're going to take our
time on it so we can deliver a quality product. I would expect it early 2010, but for Morning's Wrath in particular, it'll be done when it's done.</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What plans do you have to jump into the realm of online
games, social media and microtransactions &ndash; the &ldquo;hot topics&rdquo; in game development?</div>
<div class="featmenu c2">
<p>Absolutely; we're currently probing the web casual market and all the fun that goes with it. We have a secretive partnership with another developer in the co-creation of a Facebook game as
well.</p>
<p>You can expect to see a few free-to-play casual web games (Selenite based) from us in early to mid 2010, where our model will likely be ad-based; and we plan to have Facebook integration for
scores and other achievements. We're also working on fleshing out how we can best use microtransactions for dynamic content in our games... and we're also planning to offer small-fee ($4.95 to $1.95)
downloadable versions of our web games, for those who wish to play offline; again with Selenite it is a breeze for us to do that.</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What are your thoughts of the future of EDI games &ndash;
what platforms will you work with, what ideas are you wanting to explore?</div>
<div class="featmenu c2">
<p>Our 2009 and 2010 goals have been (and still are) to create more, better quality games, with new and varied IP's to increase our product catalogue. This also means touching other platforms to
capture audiences and revenues from those areas; the web, OS X, Facebook, iPhone, XBLA. We've got some ambitious goals, but so far our plans have been really effective with proof from our past
record. A major part of this was to stabilize our technology and to get onto a system we can grow, instead of re-invent. STATIC has proved that our system not only works, but also works very
efficiently.</p>
</div>
<br>
<div class="c1"><a href="http://images.gamedev.net/features/business/spotlightEDI/fig8.png"><img src="http://images.gamedev.net/features/business/spotlightEDI/fig8_t.png"></a></div>
<h1>Wrapping Up</h1>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What role has GameDev.net provided to you during your time
as a member there?</div>
<div class="featmenu c2">
<p>GameDev.net was the community where I really started to understand the game development community at large; it was a place to get great feedback on my games and be recognized.</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What resources do you recommend for developers such as
yourself?</div>
<div class="featmenu c2">
<p>Well, my Journal on GameDev.net for one; it has some very no-nonsense articles on it pertaining to engine development. I also found the programming articles to be particularly helpful when I was
just starting out. The help wanted forum can be very handy for finding like-minded help on your next game project.</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Are there any resources you&rsquo;d wish existed for
developers like yourself?</div>
<div class="featmenu c2">
<p>I have always wished that GameDev.net was less of a hobby focused resource and more of an indie developer resource with more things like the Developer Showcase to urge developers to finish games
and provide more avenues to turning those games into sales.</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Finally, do you have any advice or information you&rsquo;d
like to pass on to game developers based on your experiences so far?</div>
<div class="featmenu c2">
<p>Each and every person who has dreamed of being a game developer has the potential to be one; it just takes time, patience and the undying will to succeed.</p>
</div>
<br>
<p class="c3">You can catch up with the latest news and buy their games by visiting their <a href="http://edigames.com/">website</a> or by following Raymond and EDI Games on <a href=
"http://twitter.com/EDIGames">Twitter @EDIGames</a>. Developers interested in licensing EDI&rsquo;s Selenite engine can contact EDI via email at <a href=
"mailto:Raymond@EDIGames.com">Raymond@EDIGames.com</a></p>

]]></description>
		<pubDate>Wed, 20 Jan 2010 16:46:09 +0000</pubDate>
		<guid isPermaLink="false">36157dc9be261fec78aeee1a94158c26</guid>
	</item>
	<item>
		<title>Unity CEO David Helgason </title>
		<link>http://www.gamedev.net/page/resources/_/business/interviews/unity-ceo-david-helgason-r2722</link>
		<description><![CDATA[

Unity Technologies have rocked onto the scene in a big way this year with the release of Unity 2.5 and by making a version of Unity 2.6 free to most users. Offering a user-friendly editor with a rich
feature set, the engine is appealing to game developers at every level and on many platforms. In this article we cast the spotlight on the creators of the Unity engine and speak to CEO David Helgason
about the guiding principles behind Unity Technologies and examine their journey from the early years up to today.
<h1>The Beginning</h1>
The origins of the Unity engine as we know it today can be traced back to around 2003 when three guys got together in their basement to make games for the Apple Mac &#8211; these guys were David
Helgason, Nicholas Francis and Joachim Ante &#8211; the three founding members of Unity Technologies.
<div class="c1"><img src="http://images.gamedev.net/features/business/spotlightUnity/unity01.jpg"><br>
<small><b>The Early Years</b></small></div>
<p>I asked David Helgason how the decision to release their engine technology came about. &#8220;When we started out we planned to be a game development company&#8221; said David, &#8220;but we saw
an opportunity to democratise the game development process and so decided to license our engine&#8221;. The first public version of the Unity engine was released in June 2005, shortly after the
release of <a href="http://www.ambrosiasw.com/games/gooball/">Gooball</a> - a game developed with a pre-release version of the engine.</p>
<p>Of course, the engine didn&#8217;t have the exposure it had today and early sales were quite slow. &#8220;New engine technology is often overlooked because it takes a while for it to become
established and trusted by the game development community&#8221; said Helgason. The early adopters of Unity were largely hobbyist or semi-professional game developers who became enthusiastic about
the features and usability of the engine. Unity Technologies embraced this enthusiasm and started involving them in the development of the engine by welcoming feedback and listening to new ideas -
&#8220;We got a reputation for fixing issues and adding new features quickly&#8221; said Helgason.</p>
<p>The two years between 2005 and 2007 were hard for Unity Technologies as cash was short on the ground. Many other teams would have given up &#8211; but Unity Technologies persevered &#8220;We
really believed in our vision&#8221; said David. At a time where the only choice for Indies was to create their own technology or licence an expensive engine, Unity became an extremely attractive
proposition to Indies. This was reflected by a subtle change in the market - &#8220;We noticed that people actually started going out and buying Macs just to use Unity&#8221; said Helgason, &#8220;At
this point we knew we were onto something special&#8221;.</p>
<p>Unity Technologies was formally acknowledged by the Mac community when they came in as runner-up for a prestigious design award at the 2006 Apple World Wide Developer Conference. During that year
sales grew to a point that enabled Unity Technologies to take on several staff to expand the engine.</p>
<div class="c1"><img src="http://images.gamedev.net/features/business/spotlightUnity/unity02.jpg"><br>
<small><b>The Unity Editor</b></small></div>
<h1>Key ideas</h1>
With so many engines out there I was interested in what makes Unity stand out and appeal to its users. &#8220;Our single biggest design idea&#8221;, says David &#8220;is the work flow model that is
used in the Unity editor&#8221;. This feature was built in from the very start and allows people to make changes directly to their game without having to rebuild or restart it every time. This
feature enables both technical and non-technical people alike to be highly productive within the Unity editor. &#8220;Games, by their very nature are about &#8216;feel&#8217; &#8211; how it plays,
how it responds&#8221;, says Helgason. &#8220;We wanted to allow people to explore their creativity and not be forced to stop and start the game every few minutes.&#8221;
<p>This feature is still central today and plays a crucial role in the Unity iPhone development process. Unity Technologies wanted to avoid the compile and deploy process to the iPhone which they
felt would hinder creativity. &#8220;The iPhone SDK&#8217;s device simulator was fine for testing low-end point and click applications but for high performance 3D games we needed something
else&#8221;, says David. The idea came about to allow people to link their computer to the iPhone and play the game in the Unity editor. Video of the running game is then streamed to the device and
control response is sent back back from the iPhone &#8211; you can see it in <a href="http://www.gamedev.net/features/reviews/productreview.asp?productid=765">John&#8217;s recent review of the
software</a>. This feature is, to David&#8217;s knowledge, unique to Unity and allows unparalleled productivity for iPhone game developers.</p>
<p>Unity Technologies embraced the idea of web-based distribution extremely early on in their life by providing a web player for Unity content almost from the start. With so many games available that
have been authored with Flash I asked David Helgason whether the web-player resulted in competition with Adobe &#8211; &#8220;We don&#8217;t feel as if we&#8217;re competing head-to-head with
Flash&#8221; said David, &#8220;but Flash is too high level for most game developers and is not as game-focussed as Unity. Whilst Flash is good for simple games it becomes difficult to do anything
remotely complex.&#8221; This idea seems to have struck a chord with many game developers for whom Flash was the only viable option to rapidly develop and deploy games on the web. In testament to
this, this year&#8217;s <i>Unite</i> (Unity Technologies&#8217; own developer conference) saw several packed-out sessions focused on helping Flash developers migrate to Unity&#8217;s editor and
environment.</p>
<p>The early years of Unity Technologies are largely unknown to many Windows developers. Although games created with Unity could be played on Windows-based PCs since 2006, the editor was strictly
Mac-only. This all changed when Unity Technologies announced version 2.5 at the 2009 Game Developer&#8217;s Conference in San Francisco. As well as a host of new features and performance tweaks, the
Unity editor was fully ported to Windows - opening up the market to the majority of developers out there. &#8220;We always knew we had to do it&#8221; says David when asked about the port, &#8220;but
it was down to resources; we effectively had to put the engine on hold for a year whilst we ported it&#8221;. Rather than being a rushed port of the Mac version, the Unity Editor is available
like-for-like on Windows. When asked how Unity Technologies achieved this Helgason noted that it was due to &#8220;making some really good design decisions and writing the editor using Unity&#8217;s
UI subsystem&#8221;. This is powerful in several ways, not least because it allows the same UI to be used on both development platforms but also because it opens up the ability for developers to add
new functionality in the form of extensions. Several of these were seen in this year&#8217;s Summer of Code competition, with entries such as <a href=
"http://www.gamedev.net/reference/business/features/spotlightSoc1/">Ben Throop&#8217;s &#8220;Detonator&#8221; project</a> blending seamlessly into the editor and providing new functionality to the
engine.</p>
<div class="c1"><img src="http://images.gamedev.net/features/business/spotlightUnity/unity03.jpg"><br>
<small><b>Graphics from Blush, a Unity game by Flashbang Studios</b></small></div>
<p>he technology behind the Unity engine is interesting. The engine itself is written in highly optimised C++ and brings in a collection of well-known middleware libraries such as PhysX, FMod and
Raknet. The graphics engine is impressive and is designed with performance and quality in mind; it&#8217;ll handle advanced lighting and shadow techniques for you and even provides over 40 shaders
and a post-processing framework for you. The engine will handle assets from all the well-known packages used in game development today. The editor is also sensitive to changes in these assets and
will automatically import it for you, minimising downtime. It&#8217;s quite a nice feature to have out of the box.</p>
<p>Scripting in the engine is exposed via Mono, the open-source implementation of Microsoft&#8217;s CLR platform. Intrigued, I asked why Unity Technologies didn&#8217;t write their own technology or
impose their own programming language such as the Unreal and Torque engines have done. &#8220;It would have been a bad idea from a resourcing, support and documentation point of view&#8221; said
David - adding that the Mono platform gave developers several well-known languages &#8220;for free&#8221;. As an added bonus Unity Technologies are able to support the open-source project as
sponsors, offering real-world feedback and experience back for all users to benefit from.</p>
<p>With a stable base to work from and the Windows port safely under their belts, Unity Technologies have turned their attention back to adding new features and optimisations to the engine.
&#8220;We&#8217;re now looking at other platforms&#8221; says Helgason, &#8220;We&#8217;ve announced that we&#8217;re working on an Xbox 360 version of Unity and are watching the mobile market space
with interest to see which of the many devices will be successful&#8221;.</p>
<h1>Community</h1>
Aside from being a solid engine technology, one of the biggest strengths of Unity is arguably the community you gain access to when you jump on board. As a company, Unity Technologies believe in the
democratic process of game development and are extremely open with their community. &#8220;We don&#8217;t force people to sign an NDA, we&#8217;re not a closed community &#8211; everything about
Unity is fully available to everyone&#8221;, says David. And it&#8217;s true. There&#8217;s plenty of documentation, samples and forum posts available to everyone before using the engine. A free
version of Unity is available for individuals and small companies, with a 30 day trial of the engine available to all. There&#8217;s no NDA or contracts in sight, very useful if you want to just dip
in and try it out for yourself. The community response to this attitude has been equally as open, with many developers giving away their own code for things like <a href=
"http://forum.unity3d.com/viewtopic.php?p=227678">Facebook integration</a>, AI libraries, and so forth.
<p>Just as the early development of the engine was influenced by the users, Unity Technologies still involve the community in generating ideas and feedback. This cumulated in this year&#8217;s
<i>Unity Summer of Code</i> competition - &#8220;The purpose of the <i>Summer of Code</i> was to encourage community participation&#8221; says Helgason. Unity Technologies provided support to four
community projects to add new and interesting features to the engine. As an event, the Summer of Code was successful -seeing between 30 and 60 applications from around the world. But it was extremely
resource-intensive for Unity Technologies to run, Helgason states that they &#8220;are considering whether to do one next year&#8221;.</p>
<div class="c1"><img src="http://images.gamedev.net/features/business/spotlightUnity/unity04.jpg"><br>
<small><b>Unity Technologies Today</b></small></div>
<p>Over the past three years Unity Technologies have hosted their own community conference. Called <i>Unite</i>, the conference is partly about empowering the users of the engine and partly about
allowing the team to interact with the community. The Unity Technologies team have been surprised at some of the ideas that have emerged from people using Unity. One such example was 15-year old
<a href="http://unity3d.com/support/resources/unite-presentations/forest-talks-particles">Forest Johnson</a> who took up a conference open-mic session in 2007 to demonstrate what he&#8217;d been
doing with particles in Unity. The community&#8217;s ideas aren&#8217;t just about games and have seen Unity being used for medical imaging projects, military applications and even interactive art
installations - &#8220;game development skills are used everywhere&#8221;, says David.</p>
<p>This year&#8217;s <i>Unite</i> conference saw an announcement that delighted many people &#8211; Unity Technologies dropped Unity&#8217;s $199 indie pricetag and made it freely available to
everyone. &#8220;We&#8217;d been talking about it for some time,&#8221; admits Helgason, &#8220;but until recently it wasn&#8217;t financially viable to do so&#8221;. As soon as it was, they ran with
the idea - &#8220;We wanted to open it up to everyone&#8221; he said, &#8220;we wanted to attract new people to the community - you never know who will be valuable to it until they come along&#8221;.
The installation base of Unity nearly tripled to over 33,500 users in less than 2 weeks following the keynote. &#8220;It was the best decision we ever made&#8221; said Helgason with obvious delight,
&#8220;I couldn&#8217;t stop grinning when I announced it&#8221;. Indeed, you can see his excitement in the <a href=
"http://unity3d.com/support/resources/unite-presentations/keynote-presentation-unite-09">video of the Keynote</a>.</p>
<p>Back in July this year EA announced that Unity was to be the <a href="http://tigerwoodspgatour.easports.com/blog.action?blogId=Online">basis of Tiger Woods PGA tour online</a>; on top the Cartoon
Network MMO game <i>FusionFall</i> and <a href="http://www.pocketgamer.co.uk/r/PG.Biz/Unity3D+iPhone/news.asp?c=17023">a healthy percentage of the top 25 paid-for applications available on the
iPhone</a> being written using Unity &#8211; the engine is proving itself to be a viable tool for commercial game development. The <a href=
"http://unity3d.com/company/news/sequoia-capital-press.html">investment from Sequoia Capital</a> this year is a demonstration of how the market feels about Unity; &#8220;We&#8217;re using it for
marketing and to make expanding onto more platforms faster&#8221;, says Helgason.</p>
<p>With 61,000 current users of the engine today and a strong, growing community behind them - there&#8217;s one thing that&#8217;s certain, Unity Technologies and their community have got a lot to
look forward to.</p>
<h3>Oli Wilkinson</h3>
<i>Unity is available on the PC and Mac and can target Windows/Apple Mac, web-browsers on many desktop platforms as well as the iPhone/iPod touch and Nintendo Wii. You can <a href=
"https://store.unity3d.com/shop/">get Unity here</a>.</i>

]]></description>
		<pubDate>Wed, 23 Dec 2009 18:00:00 +0000</pubDate>
		<guid isPermaLink="false">40dfe505df48f152d8a0c574872251aa</guid>
	</item>
	<item>
		<title>Flavien Brebion </title>
		<link>http://www.gamedev.net/page/resources/_/business/interviews/flavien-brebion-r2719</link>
		<description><![CDATA[

<p>In this article we turn the spotlight on long-term GameDev.net member <a href="http://www.gamedev.net/profile/profile.asp?mode=view&id=1143">Flavien Brebion</a> and talk to him about game
development, in particular his stunningly beautiful MMO game <a href="http://www.infinity-universe.com/">Infinity &ndash; The Quest For Earth</a>. You can follow <a href=
"http://www.gamedev.net/community/forums/mod/journal/journal.asp?jn=263350">Flavien&rsquo;s journal</a> here on GameDev.net for more information about Infinity and other projects.</p>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">You&rsquo;ve been a regular on GameDev.net for some time
now, but for those who don&rsquo;t know you could you give us some background as to who you are and what you do?</div>
<div class="featmenu c1">
<p>My name is Flavien Brebion, 32. I&rsquo;m French and live in Brussels, Belgium. I am an aspiring game developer, although I currently have a full-time job in a side industry (virtual reality using
game techniques).</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">How long have you been involved in game development and
how did you get started?</div>
<div class="featmenu c1">
<p>I&rsquo;ve been programming games since my childhood. I started around the age of 11 on an Amstrad CPC, then later on an Atari ST, and then moved to the PC. I created various games, including a
humorous point & click adventure game, an isometric single-player RPG, and even a sim-city &ldquo;colonization&rdquo; game. Most of those games were abandoned but still reached the
&ldquo;alpha&rdquo; stage and were somewhat playable, although not complete. The main reason for that was mainly shift of interests (from myself or from the people I worked with).</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What projects are you working on currently?</div>
<div class="featmenu c1">
<p>My main and only project at the moment is <i>Infinity &ndash; The Quest for Earth</i>. To simplify, this is a space-sim, sandbox MMO, a bit like Eve Online, but twitch-based (no point & click,
you directly control your ship). It is directly inspired from the old franchise Elite/Frontier, and one of the main &ldquo;selling&rdquo; points, like Elite, is its realistic universe with seamless
planetary landings and a massive procedural universe.</p>
</div>
<br>
<div class="c2">
<p><a href="http://images.gamedev.net/features/business/spotlightFB/Infinity01.jpg"><img src="http://images.gamedev.net/features/business/spotlightFB/Infinity01_t.jpg" border='0'></a></p>
</div>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">People reading your GameDev.net journal have been treated
to some amazing pictures of your in-development game, <i>Infinity &ndash; The Quest for Earth</i>; have you always been into graphics programming?</div>
<div class="featmenu c1">
<p>Yes and no. When I started to hunt for a job, I decided to specialize myself in one area, graphics programming, as it was one of my main interests. Although I&rsquo;m not as specialized in the
other domains, I have decent-to-excellent knowledge of all critical game programming areas, including networking, databases, physics, game systems, interfaces, etc.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Your journal often speaks of advanced graphics techniques
&ndash; how do you keep abreast of the latest developments in graphics technology?</div>
<div class="featmenu c1">
<p>Through research & experimentation. I keep my skills current by researching works from other programmers, watch conferences or reports from other companies online, like the GDC or SIGGRAPH
reports. I also spend quite a bit of time experimenting with new techniques myself, or discussing ideas with friends. Also, I frequently watch over advanced topics on game programming sites, such as
our very own gamedev.net&rsquo;s, even if I don&rsquo;t post as much as I would like to.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">You must burn through graphics cards like nobody&rsquo;s
business &ndash; do you always work on the latest hardware?</div>
<div class="featmenu c1">
<p>I wouldn&rsquo;t say the very latest, but I upgrade my computer regularly, normally every two years. I&rsquo;m currently on an Intel Q6600, Vista, 3 GB of RAM and a Radeon HD 4890, however I will
change it next year. I can&rsquo;t wait to get one of those SSDs, hopefully it will drastically reduce my compilation times, especially with a large code base such as mine (nearing half a million
lines of code in C++).</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">How was <i>Infinity</i> born? I recall you were working on
a racing game at the time &ndash; then the first images of <i>Infinity</i> began to appear &ndash; how did you get from racer to planet rendering?</div>
<div class="featmenu c1">
<p>My previous project before Infinity was a sci-fi high-speed hovercraft racing game, codenamed &ldquo;Lightspeed&rdquo;. It also reached the &ldquo;alpha&rdquo; stage of development. One track was
playable but the project died due to a lack of content and teammates going off to university (hence having no more time to dedicate to the project). I think it was pretty much at that time that I
started to fully realize that relying upon others wasn&rsquo;t a good idea, especially when they&rsquo;re not getting paid. Meanwhile, I was working on an experimental procedural planet renderer, and
decided that for my next project, I would try to do something that requires as little content as possible (ironically, I&rsquo;ve never had as much content as I do now for Infinity), which screamed
&ldquo;procedural space game&rdquo;. I also consciously avoided any type of game that required complex animations, such as characters. Not for programming reasons, but for content reasons (finding
good animators is even more difficult than finding good modellers or texture artists).</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">When you started work on your original <i>Infinity</i>
code, did you deliberately plan to turn it into a game?</div>
<div class="featmenu c1">
<p>At the very beginning, it just started out as an experiment. As it grew in complexity, I soon realized it was a perfect candidate for a sci-fi space sim. So for all but a few months, it has always
been my intention to make a game from the code.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">How long has Infinity been in development now?</div>
<div class="featmenu c1">
<p>It&rsquo;s hard to give an exact date, because while I started early (around 2004 if I remember well), I didn&rsquo;t concentrate on it until it became my main focus of interest, which occurred
around the end of 2005. So, more or less 5 years now. As I already have a full-time job, Infinity is developed part-time, so it goes relatively slowly (when compared to funded projects with a
dedicated team).</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">How many people are currently working on it? Is it still a
one-man effort or have you drafted in people to take on some of the burden?</div>
<div class="featmenu c1">
<p>Programming-wise, it&rsquo;s still pretty much a one-man effort. A few other people have volunteered to make independent prototypes though (for example, there&rsquo;s a pretty complex economy
prototype that has been in the works for a year). For the rest, there&rsquo;s a team of 5 other dedicated developers responsible for content development (artwork, sounds, writing). Design is more or
less collective.</p>
<p>Finally, there&rsquo;s also a contribution system. Interested parties are free to submit 3D models, textures, sounds & music . Many have become quite involved and very skilled, bordering on
professional quality level. So we&rsquo;ve received a pretty insane amount of contributions from hundreds of people, and even if only a fraction of those will eventually get into the final game,
that&rsquo;s still more content that I would have dreamed of at the beginning.</p>
</div>
<br>
<div class="c2">
<p><a href="http://images.gamedev.net/features/business/spotlightFB/Infinity02.jpg"><img src="http://images.gamedev.net/features/business/spotlightFB/Infinity02_t.jpg" border='0'></a></p>
</div>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">How do you manage the work between team members?</div>
<div class="featmenu c1">
<p>Since the core team is quite small, the work is naturally split depending on each developers competences. We all work remotely. Day-to-day communication happens through IRC and forums. Assets
management is done via FTP or the website/wiki. I think the biggest issue is communication, and getting people from different time zones to stay in contact, especially when they get busy IRL for
various personal reasons.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">An interesting feature in <i>Infinity</i> is the
procedural planet generation and rendering &ndash; can you describe how that idea came about and how you implemented it?</div>
<div class="featmenu c1">
<p>The idea simply came from looking at <i>Elite: Frontier</i>, and thinking, &ldquo;How did they achieve such an amazing technology (a realistic universe with seamless planetary landings) on two
floppy disks, 15 years ago&rdquo; ? That&rsquo;s how I started to investigate procedural techniques and terrain generation/rendering.</p>
<p>The algorithm itself is pretty straightforward, although the details require a lot of attention. It&rsquo;s based on a quadtree subdivision, similar to geo-mipmapping (although at the time I wrote
it, I had no idea what geo-mipmapping was). One of the key differences is that it deforms a spherical surface instead of a flat plane. It&rsquo;s pretty much like a cube morphed into a sphere, then
displaced by a heightmap. Of course, the real difficulty is the 1001 little problems that appear when you want a realistic seamless planet. Such as, handling of gaps between terrain patches, handling
lighting, generating heightmaps, normal maps and textures procedurally, keeping a high-resolution precision to have a real-sized planet, etc.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">How important was it to you that the graphics of the
planets look as realistic as they do?</div>
<div class="featmenu c1">
<p>Fairly important, but not to the point of not having to look good, artistically. Immersion is probably the most important factor. For example, Spore uses a similar technology, but the planets feel
tiny/cartoonish, almost like toys. In Infinity, I wanted to have real-sized planets, that the players can explore for hours, if they so desire. The sense of scale is something that very few games
have successfully achieved, and I think Infinity will be particularly impressive in that area.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">The realism seems to go further and into the actual space
itself &ndash; are you using real Newtonian physics to define the universe and the stars, planets, galaxies and other phenomena such as nebulae and so on?</div>
<div class="featmenu c1">
<p>No, Newtonian physics is restricted to ships and human entities. However the universe is based on modern astronomy/astrophysics knowledge, using Kepler&rsquo;s stable orbits. Statistics are used
to control the proportion of procedural bodies appearing in the galaxy. You will be able to find gas giants, multiple-stars systems, rings/belts of asteroids/dust, icy/barren/volcanic planets, and of
course Gaian (Earth-like) planets. They&rsquo;re based on real theories, so you will not find a Gaian planet outside its star&rsquo;s habitable zone for example. All these bodies move in real-time,
so it&rsquo;s possible to attend a sunset over the mountains on an alien world.</p>
</div>
<br>
<div class="c2">
<p><a href="http://images.gamedev.net/features/business/spotlightFB/Infinity03.jpg"><img src="http://images.gamedev.net/features/business/spotlightFB/Infinity03_t.jpg" border='0'></a></p>
</div>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">You must have a pretty keen interest in astronomy &ndash;
how long do you spend researching the theory behind the space features you&rsquo;re implementing?</div>
<div class="featmenu c1">
<p>True. I read astronomy/physics magazines regularly every month for the past 6 years. When implementing new space features I take at least a few hours to re-read old magazines, search on the web
for statistics/pictures to give me a good understanding of what they are and how they should look. However, I&rsquo;m not stubborn so if something doesn&rsquo;t go as planned, or if we discover in
beta that it just doesn&rsquo;t work/isn&rsquo;t interesting, I have no problem adapting to make it more interesting and fun to play. Realism and immersion, yes, but not at all costs. One typical
example are Gaian planets. They&rsquo;ll probably be more frequent in-game than in reality, because they&rsquo;re also the most interesting type of planets that players can explore and interact
with.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Space. It&rsquo;s big. It&rsquo;s REALLY big. It must be
daunting to code in such huge scales &ndash; how do you go about such a thing? Do you use any special data structures or measurement units to help?</div>
<div class="featmenu c1">
<p>As you can imagine, working with a single type of unit doesn&rsquo;t work. I use a hierarchical system of units. At the galactic level, light-year (LY) units are utilized. At the star system
level, the kilometer is the base unit, and coordinates are represented by double-precision floating point numbers. At render time, vertices are generated as single-precision floats, but translated
into camera space to minimize the loss of precision due to large numbers.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left"><i>Infinity</i> is going to be an MMO &ndash; at what
point did you decide you wanted to add in the Massively Multiplayer element to the game?</div>
<div class="featmenu c1">
<p>Pretty much from the beginning, after I wrote the first prototype of the seamless procedural planetary engine. A procedural sandbox universe is a very interesting challenge design-wise, and a
perfect setting for a sci-fi MMO, so it was a natural choice.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Do you plan on running the MMO in a single universe
instance like Eve, or are you looking to split the load across multiple server instances with player caps?</div>
<div class="featmenu c1">
<p>A bit of both, actually. The shard design is similar to Eve Online&rsquo;s, but due to latency reasons (the game is twitch based, not point & click), there will likely be at least 3 shards, in
Europe, USA and Asia. For financial and practical reasons we&rsquo;ll probably launch the game with a single server (Europe) and expand as needed.</p>
</div>
<br>
<div class="c2">
<p><a href="http://images.gamedev.net/features/business/spotlightFB/Infinity04.jpg"><img src="http://images.gamedev.net/features/business/spotlightFB/Infinity04_t.jpg" border='0'></a></p>
</div>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What challenges have you faced so far in working on the
massively multiplayer element of the game?</div>
<div class="featmenu c1">
<p>Scalability and complexity of development (with various server nodes sending messages to each other, asynchronously). The server isn&rsquo;t finished yet, but so far I&rsquo;d say scalability is
and will remain the major concern. For example, the server has to perform collision detection since the client cannot be trusted in an MMO. It&rsquo;s pretty complex, since our ships have different
hit zones (each thruster, each weapon, and even different hull sections). When balancing weapons, you have to take into account not only the type of weapon, the damage it does and its other effects,
but also how much it will stress the server due to a high firing rate. Keeping the amount of SQL requests low and caching the data is also a concern.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Did you write the network and client/server code
yourself?</div>
<div class="featmenu c1">
<p>Yes. It&rsquo;s based on UDP, with a reliable layer for messages that need it. I use a few other external libraries like curl for HTTP requests or downloading patches.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What motivated you to release an early tech preview in the
form of the <i>Infinity Combat Prototype</i>? What was the purpose of this and have you gleaned all you needed from it, or should we expect to see more updates?</div>
<div class="featmenu c1">
<p>There will be no more updates of the ICP, since maintaining it would require work that is better invested in getting the actual game out as soon as possible. The primary goal of the ICP was to
test the network model, the Newtonian physics/controls, and get a feel of what the combat would be like. A secondary objective was to release something to the community to keep it motivated while
waiting for the development cycle to culminate to launch. To show that there is light at the end of the tunnel, and that Infinity is not just another vapourware project.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Are you using any third party middleware technologies in
the development of <i>Infinity</i>?</div>
<div class="featmenu c1">
<p>I&rsquo;m using many third-party libraries. OpenGL/DirectX for rendering, OpenIL for loading images, OpenAL for sounds, ODE for physics, TinyXML for XML files, squish for DXT compression, Curl to
download files/access the web, ZLib for ZIP compression, and probably a few others that I forgot to mention.</p>
</div>
<br>
<div class="c2">
<p><a href="http://images.gamedev.net/features/business/spotlightFB/Infinity05.jpg"><img src="http://images.gamedev.net/features/business/spotlightFB/Infinity05_t.jpg" border='0'></a></p>
</div>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Would you look to licensing your technology to other
studios at some point?</div>
<div class="featmenu c1">
<p>Yes, it has been the plan all along. Unfortunately, it requires the engine to mature, especially in the domain of documentation and tools, and I prefer to spend my time on Infinity development to
get an alpha out as soon as possible. But it will be done, eventually.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Moving on the game design for a game such as
<i>Infinity</i>, how did you go about creating a story for what is essentially a huge area of play?</div>
<div class="featmenu c1">
<p>The size of the area of play may look huge at first, but in reality the actual area where you&rsquo;ll find quests and NPCs is much smaller. It is concentrated in the populated regions, whereas
the rest of the galaxy is just here as a bonus for the explorers at heart.</p>
<p>For the story, we started with a rough plot and began to refine it. Our goal is to create a rich and immersive universe, with complex political intrigues, tensions between various factions and
sub-factions. We want to offer players all sorts of missions, some procedural, others much more advanced and context-dependant. One nice feature of a procedural universe is that you can get rid of
static spawns of NPCs, so even generic missions can push you into unknown territories.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Is there a single story covering everything, or are you
relying on many smaller story threads interweaving?</div>
<div class="featmenu c1">
<p>Both! The single story part is still experimental, and it&rsquo;s not even written yet. However, our plan is to propose an evolving scenario similar to the one of a solo game, except that it
wouldn&rsquo;t be focused on a specific player. It would be split into chapters, and there would be objectives to reach, that could be accomplished by any player. Of course, it&rsquo;s not mandatory
to participate in the main story.</p>
<p>In addition, there will be tons of smaller missions, some will be pretty generic, but many will be more advanced, and may even be related to previous missions or be context-sensitive. We&rsquo;re
also looking at creating some PvP missions, two (or more) players could get conflicting objectives at the same time and would have to compete to win.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Will there be any factions people can join or play
as?</div>
<div class="featmenu c1">
<p>There are three main factions. The Centaurus Oligarchy, the Deltan Federation and the Star Fold Confederacy. They&rsquo;re all human. We decided early on against introducing alien races, as they
are cheesy and overdone in most games/movies, and also require dedicated content. In addition to those, there will be dozens of smaller factions and organizations, corporations of conflicting
interests.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">The scale of the game must pose some interesting
challenges &ndash; how do you go about making it fun for players?</div>
<div class="featmenu c1">
<p>That&rsquo;s a hard question, as the definition of fun is different for every player. In general, I think trying to make a game fun for everybody is the best way to ensure that it isn&rsquo;t fun
for anybody. So our main goal is to make it fun for ourselves and hope that many gamers will share our vision.</p>
<p>More specifically, there are features that we absolutely want to have in our game and that are part of our vision of what &ldquo;fun&rdquo; is, and will not change. For example, the twitch-based
combat (you fly your own ship directly, and don&rsquo;t just point & click and watch the battle). The Newtonian physics. The &ldquo;Star-Wars&rdquo; short-range combat with explosions and special
effects. The seamless immersive and realistic universe, with planets/moons orbiting in real-time. And the freedom to explore the galaxy without being bottlenecked by jumpgates, etc.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What will players eventually be able to do in the
game?</div>
<div class="featmenu c1">
<p>Infinity is primarily a sandbox game, so there&rsquo;s a lot to do for many kinds of players. While combat will remain an important part of the game, we don&rsquo;t want to make the mistake of
proposing an empty sandbox, so there will be plenty to do otherwise. Trading, prospecting, mining, developing a business/industry, transporting, crafting, exploring, etc. And of course, all the
missions/quests related to the story/factions.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">It could be possible for players to fly around forever and
not bump into another soul &ndash; do you have any plans to help bring people together and make them hang around together?</div>
<div class="featmenu c1">
<p>This is very true, but the game is designed around what we call &ldquo;cores&rdquo;, geographical zones of the galaxy where the human populations are located. That&rsquo;s where you&rsquo;ll find
cities, NPCs, quests, services, social activities, etc. That&rsquo;s also where the new players start. We fully expect that players will cluster around those zones. Finally, there are other game
mechanics to ensure that exploration of deep space is not without danger. For example, refuelling involves ram-scooping a star or gas giant, as there is no nearby space station to refuel at.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">On the flipside, what incentives will you be providing for
people to explore your rich universe and all its wonders?</div>
<div class="featmenu c1">
<p>The Unknown. Since the galaxy is procedurally generated, there&rsquo;s a chance to see things that nobody else in the player base has seen (including the developers). It&rsquo;s also possible to
find rare ore deposits or visit strange new places. Some of those may be directly involved in the storyline, like the &ldquo;quest for Earth&rdquo;, whose location has been lost.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Do you think that the social side of the game will be
important to people? What ways are you providing people to interact with each other?</div>
<div class="featmenu c1">
<p>Yes, I think that will be a very important part of the game. We will provide all sorts of tools to encourage players to group and/or interact with each other. For example, ships can be equipped
with various sensors/scanners that detect the presence of other ships/entities, based on the energy emissions (so stealth is also possible). Players can form corporations/organizations, share
ships/stations/cities, set up their own rules/laws, join squads for missions, or for large warfare, in fleets.</p>
</div>
<br>
<div class="c2">
<p><a href="http://images.gamedev.net/features/business/spotlightFB/Infinity06.jpg"><img src="http://images.gamedev.net/features/business/spotlightFB/Infinity06_t.jpg" border='0'></a></p>
</div>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">How will you go about implementing the travel between
stars and planets in the MMO environment? Games such as Elite allowed you to physically speed up time in the game &ndash; this obviously won&rsquo;t be possible in an MMO when everyone is on the same
timeline...</div>
<div class="featmenu c1">
<p>Our current plan is to use a 3-tiered system. Standard navigation for low accelerations. Warping for intra-system navigation (planet to planet), up to lightspeed. And finally hyperspace jumps for
inter-stellar navigation or long-range planetary jumps. We will try to balance the game so that it takes no more than a couple of minutes to jump from a star system to another.</p>
<p>There are also HIPs (hyperspace interstellar portals) that link the cores together. Here we are speaking of long-range interstellar navigation, which is otherwise not accessible to the
ship&rsquo;s jumpdrive in a single jump</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">You have a large and active community, how key are they to
the direction that <i>Infinity</i> has taken and will continue to take in the future?</div>
<div class="featmenu c1">
<p>Very important. It&rsquo;s probable that <i>Infinity</i> wouldn&rsquo;t have progressed to what it is today (and what it will be tomorrow) without its community. In addition to giving feedback on
ideas and designs, the community is directly responsible for the majority of the content in the game, through the contributions system.</p>
<p>Sometimes it feels a bit overwhelming. The community has helped a lot, but the hype and the expectations are so high after all these years, that I&rsquo;m concerned there could be some
disappointment and frustration for some when the first version of the game is released for testing. The game cannot, and never will be perfect, and everybody has their own personal vision for the
game.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">How are you going about financing the development of
<i>Infinity</i>? Do you have any external investment?</div>
<div class="featmenu c1">
<p>There is no external investment. I&rsquo;ve been saving money for a couple years to be ready for the launch of the game. My plan is to start small, maybe with a few thousand players to limit the
costs, and grow over time, add new nodes to the server so that it can support more players. In that respect, I&rsquo;m glad that the game hasn't become that well known outside the hardcore
communities, because if it had millions waiting, I sure would have to revise my plans.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">How are you going about marketing the game so far?
It&rsquo;s already got a buzz behind it after being featured in publications such as PC Gamer and so on &ndash; was this intentional or has it just &lsquo;happened&rsquo;?</div>
<div class="featmenu c1">
<p>It pretty much &ldquo;just happened&rdquo;. We aren&rsquo;t actively marketing the game yet, but if a magazine or website wants to do an interview or speak to us, they are more than welcome.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Do you have any indications of how you&rsquo;ll monetise
the game after release? (Subscriptions, free-to-play, etc?)</div>
<div class="featmenu c1">
<p>It will most likely be based on a small monthly subscription fee with an unlimited time trial. Digital download only, no box sales, no initial costs.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Are you interested in any of the latest ideas emerging
from the digital space, such as microtransactions and other clever ways to monetise a game?</div>
<div class="featmenu c1">
<p>Microtransactions seem to be well received by casual gamers, but are frowned upon by the hardcore gamers. Infinity being a niche game relying on word-of-mouth, I think it wouldn&rsquo;t be wise to
go in that direction.</p>
</div>
<br>
<div class="c2">
<p><a href="http://images.gamedev.net/features/business/spotlightFB/Infinity07.jpg"><img src="http://images.gamedev.net/features/business/spotlightFB/Infinity07_t.jpg" border='0'></a></p>
</div>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Any news on when we can start expecting alpha/beta tests?
And a final release?</div>
<div class="featmenu c1">
<p>The alpha test should start in 2010, but will have missing features. The beta will probably be open to everybody (although limited in number of places), but I think it&rsquo;s unlikely to happen
before end 2010, or even 2011. As for the release&hellip; <i>when it&rsquo;s done!</i></p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">You&rsquo;ve been involved with Infinity for a long time
now &ndash; what ways do you use to unwind and relax from what looks like a hugely intense project?</div>
<div class="featmenu c1">
<p>Gaming - recently I&rsquo;ve been playing Dragon Age and Left For Dead 2; watching TV series such as House MD & Dexter and reading &ndash; I&rsquo;m a fan of Isaac Asimov.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Finally, do you have any tips you&rsquo;d like to offer
people wanting to make their own games based on all your experiences so far?</div>
<div class="featmenu c1">
<p>As a disclaimer, what I&rsquo;m about to say only applies to my experience of working as an indie developer with a team of volunteers over the net.</p>
<p>I would say that the most important thing would be to start small and to grow slowly, and to avoid reliance on others as much as possible. Ideally, as a programmer you&rsquo;d have all the skills
to complete the programming side by yourself, and use stock art/music that you could replace with &ldquo;real&rdquo; content once talented people join your project. Sometimes I see a project leader
that tries to get 20-30 people as early as possible, and I can&rsquo;t help but think, &ldquo;this project is doomed from the start&rdquo;. Finally, you have to stick to the decisions you have made
in the past, even if they&rsquo;re not necessarily the best ones. For example, maybe you&rsquo;ll discover that the 3D engine you&rsquo;ve been working with has some limitations you didn&rsquo;t
envision. Work around those limitations, don&rsquo;t just decide one day to switch to another engine, or worse, make your own.</p>
</div>
<br>

]]></description>
		<pubDate>Wed, 09 Dec 2009 13:34:19 +0000</pubDate>
		<guid isPermaLink="false">5736586058c1336221a695e83618b69d</guid>
	</item>
	<item>
		<title>Unity Summer of Code Post Mortem: Cutscene Editor</title>
		<link>http://www.gamedev.net/page/resources/_/business/interviews/unity-summer-of-code-post-mortem-cutscene-editor-r2713</link>
		<description><![CDATA[

In the final part of our <a href="http://blogs.unity3d.com/category/usc/">Unity Summer of Code</a> interviews we speak to Canadian programmer and filmmaker <a href="http://www.pixelsky.net/">Matthew
Miner</a> about his experiences developing his Cutscene Editor project for Unity.
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">How would you describe your project to someone who had
never heard of it before?</div>
<div class="featmenu c1">
<p>The Cutscene Editor is a tool for creating realtime cutscenes in Unity. It's inspired by existing video editing applications like Final Cut and Adobe Premiere. The developer places media clips
(animations, audio, etc.) on a timeline, where they can be rearranged and trimmed. None of this requires scripting, meaning that veteran game developers and traditional filmmakers alike can pick up
the tool and create a cutscene right away. The ability to easily modify clip timing on a timeline will hopefully allow developers the same freedom of experimentation that filmmakers enjoy, which in
turn will hopefully lead to more engaging in-game cinematics.</p>
<p>A goal of the project is to present the developer with a user interface that&rsquo;s as user-friendly as Unity itself. It&rsquo;s a lofty goal, and one that might take a while yet to achieve, but
it&rsquo;s certainly attainable.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What is your background and experience game development,
Unity or coding in general?</div>
<div class="featmenu c1">
<p>I'm a recent graduate of Vancouver Film School and a current student at the University of Waterloo, where I'm partway through a computer science degree. Despite being an avid fan of the Unity game
engine, I don't actually play very many video games myself; a few games of chess a week against the computer are about all the gaming I get in. I find their potential though as an art form
fascinating. Human-computer interaction and interactive media are topics I find very interesting, and in the future I hope to explore new and novel ways for developers to build engaging experiences
for their audience.</p>
<p>I've been tinkering with Unity since it was released in 2005. I have yet to complete a full game &mdash; most times I start one then drop it shortly afterwards for another when a new idea strikes.
I have a folder overflowing with half-completed projects. Only recently have I been exploring the ability to extend the Unity editor itself, which oddly I've found more rewarding than game
creation.</p>
<p>As far as coding goes, I've been doing a little bit of everything since secondary school. I&rsquo;ve done a fair amount of Java programming in the past, which has made learning C# (one of the
three languages in Unity) a breeze. And while arguably not <i>coding</i>, I've spent many years building websites using all the usual languages.</p>
</div>
<br>
<div class="c2"><a href="http://images.gamedev.net/features/business/spotlightSoc4/cutscene_editor_0.1.png"><img src=
"http://images.gamedev.net/features/business/spotlightSoc4/cutscene_editor_0.1.png" width='557' height='202' border='0'></a></div>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What inspired the idea behind your project?</div>
<div class="featmenu c1">
<p>I'm a huge fan of programming and an even bigger fan of cinema. If you're a filmmaker there's fantastic tools for cutting the footage you've shot, but if your films happen to be inside a video
game then your options are limited. As game projects grow in scale I imagine the expertise of traditional filmmakers will become an essential part of building cutscenes, and they&rsquo;ll demand
tools as flexible and powerful as the ones available in the film industry. I figured I might as well start building those tools.</p>
<p>And I must say, I&rsquo;ve sat through many a terrible cutscene. I realize they&rsquo;re not easy to make, so hopefully my project can help.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What does your project bring to the table that isn&rsquo;t
available already?</div>
<div class="featmenu c1">
<p>The Cutscene Editor doesn't do anything new that can't already be done by a developer and several scripts. What it provides is a visual environment to build your cutscene, which I think is a more
natural way of putting one together. I honestly don&rsquo;t know if other tools like this exist; as far as I&rsquo;m aware it&rsquo;s the first of its kind for Unity.</p>
</div>
<br>
<h1>Unity - Summer of Code</h1>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">How would you describe Unity to someone who has never used
it before?</div>
<div class="featmenu c1">
<p>Unity is the glue that holds all the elements of a game together. You get a 3D environment, a physics engine, an audio and video playback system, and a slick user interface to tie it all together.
The excellent asset importing system provides a smooth workflow for artists and developers to collaborate. Basically, Unity takes care of all the stuff you don&rsquo;t want to do while building a
game and allows you to focus on the fun part of development (relatively speaking of course &mdash; if you have no love of programming, Unity won&rsquo;t suddenly make writing code pleasurable). It's
about as easy to use as a game authoring tool can foreseeably be without limiting the developer's creativity.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What originally attracted you to use Unity?</div>
<div class="featmenu c1">
<p>I was just becoming interested in game development when Unity rolled along. Its ease-of-use was attractive to a newcomer programmer like myself. I didn&rsquo;t have to compile every time I wanted
to tweak a value; I could just hit play, make changes, and see the results instantly. Making a game before was something that would take me a month and still look like garbage. With Unity I could
make something that actually looked and played decent in a weekend. It allowed me to do things I previously thought to be the realm of professional game studios only.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Which platforms do you target with Unity when making
games?</div>
<div class="featmenu c1">
<p>I&rsquo;m mostly interested in web deployment. High quality 3D games are a rarity on the web, and it&rsquo;s an area that I think has huge potential. Social networking sites like Facebook and
MySpace have enormous amounts of users who love to interact with each other, and video games are a great way to have fun with other people online. It&rsquo;s a real untapped market.</p>
<p>While the web player penetration isn&rsquo;t as high as it could be, it provides the easiest install of a browser plug-in that I&rsquo;ve experienced. Web deployment is simply one of the best ways
for an indie developer to get their game out and enjoyed; no publisher needed. So while I don't actually make many games myself, if I did that's the platform I would target. A year ago I would have
answered the iPhone, but with over 21,000 games on the App Store, getting exposure looks to be an intimidating challenge.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What inspired you to enter Unity&rsquo;s Summer of Code
competition this year?</div>
<div class="featmenu c1">
<p>It looked like an interesting competition, and the timing was right. Any other summer I wouldn't have been able to participate, but it just happens that I'm working for the summer as a freelancer
and have a flexible schedule. I have a long list of Unity projects I'd like to work on, so the prospect of getting paid for one was attractive.</p>
<p>A local company named OverInteractive Media offered any winners from the Vancouver area a spot in their office to work for the duration of the program, which sweetened the deal even more. Being
surrounded by other Unity enthusiasts in a fast-paced startup company sounded like a valuable experience (which, I might add, it was).</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Would you have created your project without the
competition?</div>
<div class="featmenu c1">
<p>Yes, though it would have taken a much longer time. For whatever reason I tend to be much better at meeting deadlines imposed by others than at ones that I set for myself. Time management is
easier when someone's waiting to see results. With money involved I treated the project like a full-time job, which I wouldn't have done had I viewed it as a hobby.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What does being selected as a final project in the Summer
of Code competition mean to you?</div>
<div class="featmenu c1">
<p>Yes, though it would have taken a much longer time. For whatever reason I tend to be much better at meeting deadlines imposed by others than at ones that I set for myself. Time management is
easier when someone's waiting to see results. With money involved I treated the project like a full-time job, which I wouldn't have done had I viewed it as a hobby.</p>
</div>
<br>
<h1>Development &ndash; Post Mortem</h1>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">After you had the original idea, describe the process you
took in prototyping the idea and finally bringing it to completion...</div>
<div class="featmenu c1">
<p>I took a look at video editing applications and wrote down features that I felt were essential for editing together a scene. I then thought about how they would have to be modified to work with
media in a video game cutscene. I wanted to keep the basic concepts the same. After all, camera shots in a video game and camera shots in a film are basically the same thing. I didn't spend very long
in the planning stages, as I had a concrete idea of what I wanted the final product to be when I first applied to the Summer of Code. The day after I learned I was accepted I dived right into the
coding.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Did you plan the project in detail, or did you let it
evolve along the way?</div>
<div class="featmenu c1">
<p>When I started I had a clear idea of what I wanted to achieve. Once my initial plan was in place I didn't make many changes to it. With more time I might have tried out different solutions to
problems, but my mentality throughout the development period was just "make it work." In its current state the Cutscene Editor looks and behaves fairly close to how I originally envisioned it.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">How did you go about testing the project?</div>
<div class="featmenu c1">
<p>I tossed together a small scene with assets from past projects and used the Cutscene Editor to make it come alive. Putting the tool to use gave me insight into where improvements needed to be
made, what worked well and what didn't. I tried to approach the task of creating a cutscene as someone first using the editor would.</p>
</div>
<br>
<div class="c2"><a href="http://images.gamedev.net/features/business/spotlightSoc4/cutscene_editor_1.png"><img src="http://images.gamedev.net/features/business/spotlightSoc4/cutscene_editor_1.png"
width='533' height='198' border='0'></a></div>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What do you feel went well in the project?</div>
<div class="featmenu c1">
<p>The interface is responsive and feels natural. The timeline in, say, Final Cut doesn't feel very different from the timeline in the Cutscene Editor. When I started I wasn't sure if I would have
difficulty making Unity do my bidding, but fortunately it wasn't limiting at all. Once you understand how the GUI system in Unity works and how it can be used to manipulate objects in the scene
you're really able to build whatever you like.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left"> What didn&rsquo;t go so well?</div>
<div class="featmenu c1">
<p>The transitions and filters system is a bit rough around the edges. It's almost just as easy to add a filter yourself by dropping a fullscreen effect onto a camera manually. This was the last
feature I worked on before the submission deadline, and it's admittedly very rushed. Lots of work has yet to be done to make this system as easy to use as it's intended to be. Fortunately I don't
think it's the most essential feature and some may not notice its crude state.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">If you were to go back and do your project again, what
would you do differently?</div>
<div class="featmenu c1">
<p>I made the mistake of working on everything at once; over the course of a day I'd do some coding for the scissors tool, work a while on media importing, and tweak the GUI a bit. In the final week
of development I had a lot of features that didn't work particularly well and desperately needed polishing (like the transitions and filters I mentioned above), and I was scrambling to finish them
up. Looking back, this most certainly wasn't the best way of approaching the project. A better development path would have been to work on each feature one at a time &ndash; build it and make sure it
works great before moving on to the next one.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What would you do the same?</div>
<div class="featmenu c1">
<p>Keeping the feature set limited was a good choice. This project could have easily spiralled out of control if I had attempted to include all the features I want in a cutscene editor.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Which part of the project did you find the most
interesting or fun?</div>
<div class="featmenu c1">
<p>Designing the GUI was really enjoyable. I've always been obsessed with user interfaces; making sure things appear <i>exactly</i> right tends to be a priority. Most of my interface designing
experience comes from building web sites, so it was a nice change to be creating something more application-like.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">... and which part did you find the least interesting or
fun?</div>
<div class="featmenu c1">
<p>Trying to get a list of objects of a particular type from the project's assets still has me stumped. I spent a while on this specific problem, and they weren't the most enjoyable hours of my
life.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Did you have enough time to complete your project?</div>
<div class="featmenu c1">
<p>A month and a half was, I think, enough time to complete <i>a</i> project. It certainly wasn't enough time to complete the project I initially had in mind. I realized that from the start though
and limited the features I planned to implement.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Is there anything else you&rsquo;d like to have added or
spent more time on if you had the time?</div>
<div class="featmenu c1">
<p>Customizing the display of subtitles isn't as easy as it could be and will require some effort by the developer to get exactly right. Ideally you could simply drop in a background image and
position it on the screen by dragging with the mouse, but unfortunately this isn't yet the case. A seasoned developer should have no trouble getting it to appear as they want it to, but beginners
might have a more difficult time. I've read several requests on the Unity forums for easy dialog scripting, and I think the Cutscene Editor could offer a really attractive solution given a bit more
development time.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Is there any advice you&rsquo;d like to offer any
developers based on your experience in this project?</div>
<div class="featmenu c1">
<p>If you have a problem, there's a good chance that it's already been encountered and solved by somebody else. I learned a lot by looking at somebody else's solution. Reinventing the wheel is only a
good idea when you have the time and resources to make a better one; most of the time that existing wheel will work just fine.</p>
</div>
<br>
<h1>Unity Development</h1>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Have you ever developed an addon for Unity before?</div>
<div class="featmenu c1">
<p>I&rsquo;ve never developed an addon of this scale. In the past I've written a few editor scripts that manipulate game objects in the scene view, but that&rsquo;s about all. Needless to say, I
learned quite a lot about editor scripting during the past two months.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">How did you find the process of creating an addon of
Unity?</div>
<div class="featmenu c1">
<p>At times it was incredibly frustrating. The documentation on editor scripting has a little ways to go. It&rsquo;s not always particularly obvious what a particular function does &ndash; some
functions have extensive documentation with example code snippets while others lack even a sentence describing their purpose. Editor scripting is relatively new and not the focus of most Unity
developers, so I can understand that this area of the script reference might not be a priority. There's also not a huge number of examples to learn from, unlike actual game creation where there's a
wealth of resources.</p>
<p>With that said, just having the ability to create an add-on indistinguishable from the tools the Unity team makes is incredible. I wish every application could be extended so easily. There's been
some amazing addons built, and I imagine we'll see many more as time goes on. Every new Unity release makes it easier to extend the editor.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Would you create another addon for Unity?</div>
<div class="featmenu c1">
<p>Most definitely. Almost all the projects I hope to work on in the future involve creating addons for Unity.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What support did you get along the way?</div>
<div class="featmenu c1">
<p>The Unity forums were a constant source of reference. Answers to a lot of the questions I had were a quick search away. The Unify Community Wiki was also a valuable source of knowledge. It
contains a wealth of scripts that beginner and veteran developers alike will find useful.</p>
</div>
<br>
<h1>Looking forward...</h1>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What do you plan to do next?</div>
<div class="featmenu c1">
<p>The Cutscene Editor is far from being perfect, and it has a long way to go until it can match the power of the video editing software that inspired it. I intend to keep developing it as much as
possible and add in all the features that got put on the backburner. To hopefully gain some additional developers I plan to place the Cutscene Editor under a liberal open source license and encourage
community involvement. I imagine there&rsquo;s many areas where it can be improved that I haven&rsquo;t even considered yet.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Would you enter another Unity Summer of Code
competition?</div>
<div class="featmenu c1">
<p>Absolutely. By being a participant I&rsquo;ve met a lot of cool people that I wouldn&rsquo;t have met otherwise, and being able to talk directly to the Unity developers has been a great
opportunity. For a student like myself it&rsquo;s been a very positive experience. I would encourage anyone with a good idea and some spare time to apply when the next Summer of Code rolls
around.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Do you have any other comments you&rsquo;d like to make
about Unity, Unity Summer of code, your project or development in general?</div>
<div class="featmenu c1">
<p>If you're a game developer (or have dreams of being one) and haven't yet checked out Unity, I highly encourage you to do so. I continue to be impressed by its capabilities. And the Unity
community's usefulness can't be understated. I have yet to find a friendlier, more resourceful group of people.</p>
<p>As for my own project, if it sounds interesting to you and you'd be interesting in helping with its development, I'd love to hear from you. The project hasn't yet been released to the public, but
it hopefully will be after Unity 2.6 is released.</p>
</div>
<br>

]]></description>
		<pubDate>Thu, 19 Nov 2009 21:48:34 +0000</pubDate>
		<guid isPermaLink="false">4530de238502b5aee3ad8eec65a4a70f</guid>
	</item>
	<item>
		<title>Unity Summer of Code Post Mortem: External Ligh...</title>
		<link>http://www.gamedev.net/page/resources/_/business/interviews/unity-summer-of-code-post-mortem-external-lightmapping-tool-r2712</link>
		<description><![CDATA[

We talk to Polish developer and Informatic student <a href="http://masteranza.wordpress.com/">Michal Mandrysz</a> about the creation of his External Lightmapping tool for Unity, a project selected
for this year&rsquo;s <a href="http://blogs.unity3d.com/category/usc/">Unity Summer of Code competition</a>.
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">How would you describe your project to someone who had
never heard of it before?</div>
<div class="featmenu c1">
<p>The project is about creating an easy way to improve the scene look by adding pre-computed lighting and shadows from external applications. Basically the system creates a powerful bridge between
the Unity game engine and rendering engines such as VRay and Mental Ray. This means that Unity game developers will now be able to create lighting and shadows of a quality seen in architectural
visualizations incredibly easy.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What is your background and experience game development,
Unity or coding in general?</div>
<div class="featmenu c1">
<p>I&rsquo;m a second year Informatics student at Wroclaw University of Technology. I&rsquo;m widely interested in Science and Technology, focussed mainly around Mathematics, Physics, Computer
technology and Biology. As a young child I always wanted to make my own game and I tried to learn DirectX at that time, but I needed more mathematical background at that time, so I&rsquo;ve turned
into mathematics and physics for some time. Later I&rsquo;ve started to develop some software (simple game engines, calendars etc. ) using multiple languages (python, java, c++, c#, maxscript, as3,
php) for my own usage from which I&rsquo;ve published only a small part. <a href="http://code.google.com/p/idealist/">Idealist</a> is one of the examples that will be shipping to shops on days.</p>
</div>
<br>
<div class="c2"><img src="http://images.gamedev.net/features/business/spotlightSoc3/img7.jpg"><br>
<b>A Scene Pre-Light Mapping</b></div>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What inspired the idea behind your project?</div>
<div class="featmenu c1">
<p>Some time ago I was earning money on freelance scene rendering and when I first saw Unity I thought to myself that it would be great to have such beautiful lighting on which I worked before in
Unity.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What does your project bring to the table that isn&rsquo;t
available already?</div>
<div class="featmenu c1">
<p>Well, everyone has its own light mapping workflow- some less painful than others, but my system minimizes the amount of work needed to bake the scene not only the first time, but also later on
when changes are needed.</p>
</div>
<br>
<h1>Unity - Summer of Code</h1>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">How would you describe Unity to someone who has never used
it before?</div>
<div class="featmenu c1">
<p>I would say that Unity is a great tool that both greatly minimizes the amount of work needed when developing games and simplifies amazingly the workflow with other tools (I think that&rsquo;s what
the name is about !) such as Photoshop, 3d Studio Max, Maya and so on.</p>
<p>Using Unity you can spend more time thinking about what your game should be about, rather than spending it on figuring how the engine behaves.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What originally attracted you to use Unity?</div>
<div class="featmenu c1">
<p>Actually, my friends and I were searching for an good game engine with a quickly growing learning curve and after trying many engines we decided to pickup Unity.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Which platforms do you target with Unity when making
games?</div>
<div class="featmenu c1">
<p>Well, Unity currently works almost everywhere, but I would target PC and IPhone mainly.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What inspired you to enter Unity&rsquo;s Summer of Code
competition this year?</div>
<div class="featmenu c1">
<p>My friend <a href="http://www.linkedin.com/in/peterszwach">Piotr Szwach</a> (great music composer and programmer) encouraged me to send my proposal and I&rsquo;m really grateful him for it.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Would you have created your project without the
competition?</div>
<div class="featmenu c1">
<p>Probably yes, but the other and easier way, which wouldn&rsquo;t be such effective. The competition made me put more effort in its quality also.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What does being selected as a final project in the Summer
of Code competition mean to you?</div>
<div class="featmenu c1">
<p>A priceless feeling that my effort wasn&rsquo;t fruitless and this is most important to me.</p>
</div>
<br>
<div class="c2"><img src="http://images.gamedev.net/features/business/spotlightSoc3/img9.jpg"><br>
<b>Setting up the lightmapping</b></div>
<h1>Development &ndash; Post Mortem</h1>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">After you had the original idea, describe the process you
took in prototyping the idea and finally bringing it to completion...</div>
<div class="featmenu c1">
<p>On the beginning I had to make sure that I&rsquo;ll not get to any roadblocks, so I&rsquo;ve planned everything and so the development wasn&rsquo;t that hard. However later on when I&rsquo;d got
some initial feedback I decided to make the system more general and extendable in future. Whilst the system grew the development got a little bit harder and sometimes made me searching for solutions
for hours and even days.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">How did you go about testing the project?</div>
<div class="featmenu c1">
<p>This was one of the hardest parts of the project. I&rsquo;ve had to do numerous tests to make my system work, but really soon I&rsquo;ve started to send the project at beta stage to people
interested in the project. Lucas (my mentor) also did some testing and was giving me a really quick feedback.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What do you feel went well in the project?</div>
<div class="featmenu c1">
<p>The project really simplifies the lightmapping process and can save a lot of time. I really like the feature for saving light, rendering and material presets that I&rsquo;ve implemented in 3d
studio max.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left"> What didn&rsquo;t go so well?</div>
<div class="featmenu c1">
<p>I didn&rsquo;t know that there are such huge problems with FBX importing compatibility in 3dsmax, as I developed the system it turned out that only the latest FBX plugin for 3dsmax imports the
ASCII FBX file in the right way.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What were the issues you had with the FBX importer?</div>
<div class="featmenu c1">
<p>I would feel much better if FBX would have had even the simplest possible documentation when comes to ASCII format. What was probably even worse is that it's easy to find some kind of
documentation for the newest FBX 2010.2 version, but there's no chance of finding the old ones.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">If you were to go back and do your project again, what
would you do differently?</div>
<div class="featmenu c1">
<p>I would probably develop a binary FBX exporter which has more chances on being compatible. However the good news are that supposedly someone at Unity is already working at some kind of a FBX
exporter which could be later plugged into my system instead the current one.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What would you do the same?</div>
<div class="featmenu c1">
<p>I think that there&rsquo;s not much to change now &ndash; so probably I would do everything the same way.</p>
</div>
<br>
<div class="c2"><img src="http://images.gamedev.net/features/business/spotlightSoc3/imgb.jpg"><br>
<b>Back to Max for rendering</b></div>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Which part of the project did you find the most
interesting or fun?</div>
<div class="featmenu c1">
<p>Testing gave me a lot of fun. The cycle: &ldquo;Export scene&rdquo; -> &ldquo;Tweak lights&rdquo; -> &ldquo;Rebake all&rdquo; -> &ldquo;Come back and see the changes&rdquo; ->
&ldquo;Export scene&rdquo;.... is pretty fun actually.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Which part of the project did you find the least
interesting or fun?</div>
<div class="featmenu c1">
<p>Reverse engineering Autodesk FBX format was fun, but also very hard and sometimes irritating, so I think that it was the worst part.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Did you have enough time to complete your project?</div>
<div class="featmenu c1">
<p>Luckily, yes. My family was pretty tolerant in this case and I could start my project almost at any time and end up late at night.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Is there anything else you&rsquo;d like to have added or
spent more time on if you had the time?</div>
<div class="featmenu c1">
<p>Yes, providing the FBX exporter would be binary I would love to extend the system to Modo &ndash; which currently is my favourite modelling tool.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Is there any advice you&rsquo;d like to offer any
developers based on your experience in this project?</div>
<div class="featmenu c1">
<p>Yes &ndash; Do not focus on adding new functionality but rather keep figuring out how to make the old ones faster, more solid working and more user-friendly.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Have you ever developed an addon for Unity before?</div>
<div class="featmenu c1">
<p>Yes, for instance a batch cubemap creator for materials which should pretend glossy, but I&rsquo;ve never published it. Currently I&rsquo;m thinking about adjusting them a little and sharing with
the society.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">How did you find the process of creating an addon of
Unity?</div>
<div class="featmenu c1">
<p>Well, Unity has an enormous amount of examples at the <a href="http://www.unifycommunity.com">wiki community</a> and one of the existing scripts gave me the idea, which I&rsquo;ve then pushed
forward using the Scripting Documentation which comes with Unity.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What support did you get along the way?</div>
<div class="featmenu c1">
<p>I didn&rsquo;t need any, it was a very basic stuff. However I could turn to Unity Forum and some smart guys there.</p>
</div>
<br>
<h1>Looking forward...</h1>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What do you plan to do next?</div>
<div class="featmenu c1">
<p>Well, there&rsquo;s more than a lot on my mind recently. First I&rsquo;d like to finish the game I and some of my friends started before Unity SOC, this surely will take me a lot of time.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Would you enter another Unity Summer of Code
competition?</div>
<div class="featmenu c1">
<p>Of course! Developing the system gave me a lot of satisfaction and priceless experience.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Do you have any other comments you&rsquo;d like to make
about Unity, Unity Summer of code, your project or development in general?</div>
<div class="featmenu c1">
<p>Get Unity &ndash; it&rsquo;s really great stuff. Get involved in developing it &ndash; it&rsquo;s awesome.</p>
</div>
<br>
<div class="c2"><img src="http://images.gamedev.net/features/business/spotlightSoc3/imgc.jpg"><br>
<b>Back to Unity to admire the results</b></div>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Finally, you mentioned making a game with your friends
&ndash; would you like to share any information about it?</div>
<div class="featmenu c1">
<p>Actually it is the first game I'm making. We&rsquo;re not out to make a big, huge, glamorous project like games from EA or Activision so we&rsquo;ve decided not to make a FPS, RPG, or an RTS game.
We are trying to make small but not casual game for children. I'm not going to tell you what is the game's plot or who is the main character to keep it still confidential. Although I can tell you
which games are the inspirations for us: Thief, Mirror's Edge, Assassin's Creed, Crysis, Wiedzmin, Tomb Raider and of course some Disney-like games.</p>
<p>So what will it be? A platform game with next-gen graphics for children and adults who wish to face up with (or not) the dangerous world while sneaking, jumping, grabbing and solving logical clues
designed by 3 of us: me, Peter Szwach and Blazej Stanek with music composed by Peter.</p>
<p>I know making great looking graphic for games is very difficult thing. There are many small indie groups that have great ideas and graphic artists but their final game is simply crappy. Since it
is our first project I expect to gain great experience with it. Also we're not going to release any demo until we know it is looking great. The visual quality is very important for us and that is
also one of the things why I made my Lightmapping system. Its first implementation was made for our game. After joining Summer of Code I started from a scratch to make it easy for people to use and
extend.</p>
</div>
<br>
<p class="c3">Thanks Michal and good luck with your game!</p>

]]></description>
		<pubDate>Wed, 11 Nov 2009 16:01:14 +0000</pubDate>
		<guid isPermaLink="false">9ca90593821a015f234e9a8195ae5582</guid>
	</item>
	<item>
		<title>Unity Summer of Code Post Mortem: Terrain Toolkit</title>
		<link>http://www.gamedev.net/page/resources/_/business/interviews/unity-summer-of-code-post-mortem-terrain-toolkit-r2709</link>
		<description><![CDATA[

<a href="http://sixtimesnothing.wordpress.com/">S&aacute;ndor Mold&aacute;n</a> speaks to us about the development of his <i>Terrain Toolkit</i>, a project selected for this year&rsquo;s <a href=
"http://blogs.unity3d.com/category/usc/">Unity Summer of Code competition</a>.
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">How would you describe your project to someone who had
never heard of it before?</div>
<div class="featmenu c1">
<p>The objective of my project was to develop a toolset for the Unity Editor which would streamline and improve the workflow involved in creating realistic terrains for games. It contains a range of
'filter' style tools which allow a Unity artist to easily generate, erode and texture terrain objects.</p>
</div>
<br>
<div class="c2"><img src="http://images.gamedev.net/features/business/spotlightSoc2/final_terrain_ui.jpg"></div>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">How many people were involved in creating your
project?</div>
<div class="featmenu c1">
<p>I worked on the project alone, but had help along the way &ndash; both from developers who were willing to share bits of code and of course support from the Unity team.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left"> What is your previous experience with Unity or coding in
general?</div>
<div class="featmenu c1">
<p>I actually don't have a background in game development as such. I started out my career as a designer, mostly focusing on editing, motion graphics and visual effects. I later switched into working
in digital and I currently work in the role of Art Director at Amnesia Razorfish in Sydney where I've been involved in the creation of quite a few Flash games for a number of high-profile clients
including Microsoft, Pepsico and Smirnoff.</p>
<p>I&rsquo;ve had an interesting in creating games for a long time. I grew up with a Commodore 64 and I remember reading books about coding in BASIC, but none of it really made much sense to me at
the time. I wrote my first actual working game in Director about ten years ago while was at university and started to get more seriously into game development about 3 years ago. I've been using Unity
for the last 2 years.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What inspired the idea behind your project?</div>
<div class="featmenu c1">
<p>The idea behind the project was to enable indie developers to create large scale, realistic and playable game worlds within a short time span. I think procedurally generated content is a great
solution, particularly for indie game development projects with limited time, budgets and human resources.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What does your project bring to the table that isn&rsquo;t
available already?</div>
<div class="featmenu c1">
<p>Unity already has a great terrain engine as one of its core features - I believe my project expands on this by providing the user with the ability to rapidly create a variety of different
landscapes directly within Unity without needing to use third party software. An additional advantage is that landscapes can now be generated dynamically at runtime. This means a Unity game can have
a potentially infinite number of levels with a negligible impact on the file size.</p>
</div>
<br>
<h1>Unity - Summer of Code</h1>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">How would you describe Unity to someone who has never used
it before?</div>
<div class="featmenu c1">
<p>Unity is a game engine with a clean and very user-friendly integrated development environment. I think its strongest feature is in its flexibility. On one hand it allows indie game artists and
developers to jump in and start actually creating a game without a long and time consuming learning process &ndash; instead it encourages you learn as you create. On the other hand, it does this
without becoming oversimplified or by losing any of the more complex features that one expects from a game engine and therefore is a viable solution for small and middle sized teams to develop
commercial games.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What originally attracted you to use Unity?</div>
<div class="featmenu c1">
<p>When I started looking for game engines, everything seemed to be very much focused on the PC platform only. I did try Torque, but found the learning curve too steep and didn&rsquo;t make much
headway, especially due to the need to learn C++ which I had never used before. Unity on the the other hand was available for the Mac platform and was quite easy to get into and start using,
especially as I had prior experience in Flash development &ndash; Unity J&#097;v&#097;script being structurally quite similar to ActionScript.</p>
<p>I also like the fact that it was originally developed for the Mac platform, rather than ported from a PC product. Previous to the release of Unity 2.5 it got a bit of criticism for being limited
to Macs only, but when you look at the software now and see the attention that has been given to the interface, the workflow and the user experience, I think you can really see the great benefit that
a Mac-centric design influence has brought to it.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Which platforms do you target with Unity when making
games?</div>
<div class="featmenu c1">
<p>I develop for Mac and PC. I haven't really delved into the iPhone side of things quite yet, but I definitely intend to. I&rsquo;d also really like to have the opportunity to develop for the
Nintendo Wii in the future.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What inspired you to enter Unity&rsquo;s Summer of Code
competition this year?</div>
<div class="featmenu c1">
<p>I&rsquo;ve had an interest in game development for quite a while and I thought the Unity Summer of Code was a great opportunity to get more involved in the game development community as well being
as a chance to get my name out there.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Would you have created your project without the
competition?</div>
<div class="featmenu c1">
<p>Yes, for sure. Though, it probably would have taken a lot longer to complete.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What does being selected as a final project in the Summer
of Code competition mean to you?</div>
<div class="featmenu c1">
<p>I was a bit surprised. I don't think I really expected to be one of the successful applicants. I think it was a great opportunity and I'm really keen to see the response of the Unity community to
my project as well as the projects developed by the other participants. I'll definitely be looking into how I can benefit from using their Summer of Code projects in my own games.</p>
</div>
<br>
<div class="c2"><img src="http://images.gamedev.net/features/business/spotlightSoc2/desert.jpg"></div>
<h1>Development &ndash; Post Mortem</h1>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">After you had the original idea, describe the process you
took in prototyping the idea and finally bringing it to completion...</div>
<div class="featmenu c1">
<p>I began the project by prototyping some of the more basic erosion scripts. These scripts were originally implemented as &lsquo;wizards&rsquo;, but once I had a system in place for applying various
kinds of filters to terrain objects, I later turned them into filters which could be run directly from the component inspector. I then focused on creating a usable interface for the toolkit and began
working on and adding the various planned features.</p>
<p>As early on as possible I integrated features that were fundamental to the usability of the tools such as quality settings, a progress bar to give the user feedback on the application of filters,
as well as features such as the brushes. Throughout this time I continued to work on, test and optimise the existing erosion scripts as well as constantly testing new ideas and methods for erosion
using more advanced techniques such as velocity fields. I also added the generator tools, which allow for the creation of base terrain using Voronoi, fractal and Perlin noise algorithms. It was quite
late in the timeline to add completely new features, but I think the value they added to the project far outweighed the investment in time.</p>
<p>Towards the end of the project timeline my main focus was refinement of the existing features and writing documentation for the tools, including a scripting reference for the runtime API.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left"> Did you plan the project in detail, or did you let it
evolve along the way?</div>
<div class="featmenu c1">
<p>A bit of both really. I scoped out most of the features before I started and for the most part I stuck to that plan. However, there were definitely a few completely new ideas that found their way
in to the final version.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">How did you go about testing the project?</div>
<div class="featmenu c1">
<p>For this project the testing process was continuous. All of the erosion and terrain generation filters were tested extensively as I refined them. I also wrote some additional code to visualise
erosion data such as terrain height, water flow and velocity fields, which were exported as image sequences so I could really see what the filters were doing to the terrain heightmap at each
iteration.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Did you get any external opinions or help on the
development of the project?</div>
<div class="featmenu c1">
<p>Not really, and looking back I think I really should have done so more. Aside from another Unity developer I work with and the guys at Unity, no-one else really got to see it. I did get some
assistance indirectly from a couple of other developers who shared some of their code. This meant that I didn&rsquo;t have to write fractal and Perlin noise algorithms from scratch, which was a big
help.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What do you feel went well in the project?</div>
<div class="featmenu c1">
<p>I think pretty much everything in the early stages of the project went quite well. All of the basic features like getting the simpler erosion filters working and creating a user interface for the
toolset got completed in less time than I had originally expected. After that everything started to get a bit complicated!</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left"> What didn&rsquo;t go so well?</div>
<div class="featmenu c1">
<p>Unsurprisingly, I struggled in trying to understand computational fluid dynamics &ndash; shallow water models, Navier-Stokes equations and so on. Without a degree in physics, I didn't get very
far. It was too ambitious for such a short time frame. I hope to revisit this in the future to come up with a better solution for hydraulic and glacial erosion.</p>
<p>I also ran into problems in capturing mouse events. I was pretty unhappy with the solution that I had to use for applying erosion brushes. I hope this will be one of the first things to get fixed
in the first update.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">If you were to go back and do your project again, what
would you do differently?</div>
<div class="featmenu c1">
<p>I would do more research in the early stages of the project. As it was, I did some research to start off with, then jumped into writing code and only got back to looking at the research side of
things again quite late in the project. However, by this time there wasn&rsquo;t really enough time to implement anything new that I was able to learn.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What would you do the same?</div>
<div class="featmenu c1">
<p>The tools for generating base terrain weren&rsquo;t part of the original scope of the project, but I think they really added a lot of value to the end product and really helped to create an
integrated solution for creating terrain. If I were to do the project over, these features would definitely stay in.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Which part of the project did you find the most
interesting or fun?</div>
<div class="featmenu c1">
<p>Learning how to create custom component inspectors for the Unity editor was quite cool. My job (during daylight hours) involves a lot of interface and user experience design, so it was satisfying
to be able to utilise the full extent of Unity's Editor GUI to put this knowledge into practice.</p>
<p>Writing the documentation was probably the least fun part - tedious, but necessary.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Did you have enough time to complete your project?</div>
<div class="featmenu c1">
<p>I have enough commercial experience (including some bad experiences!) to know that I needed to start out by setting realistic deliverables for the project. I divided my feature set into 'must
have', 'should have' and 'nice to have' features and agreed on a minimum number of deliverable features with the guys at Unity. While I ended up both exceeding the minimum amount and delivering a
couple of originally unscoped features, there were still some features that never made it in, mostly due to their high level of complexity. I will definitely continue to support the project with
improvements to existing features as well as the addition of new features. Destructible terrain is something I&rsquo;d really like to see in a future version.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Is there anything else you&rsquo;d like to have added or
spent more time on if you had the time?</div>
<div class="featmenu c1">
<p>I really wanted to find a better solution for hydraulic erosion that was based on real fluid dynamics but as I discussed before, these simulations were far too complex to include within the time
span, they would be a whole other project unto themselves.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Is there any advice you&rsquo;d like to offer any
developers based on your experience in this project?</div>
<div class="featmenu c1">
<p>I can&rsquo;t stress enough how important it is to scope the project properly. Set yourself or your team realistic and achievable goals, particularly when there&rsquo;s a client involved.
It&rsquo;s far better to under-promise and over-deliver than to over-promise and under-deliver.</p>
</div>
<br>
<div class="c2"><img src="http://images.gamedev.net/features/business/spotlightSoc2/mountains.jpg"></div>
<h1>Unity Development</h1>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">How did you find the process of creating an addon of
Unity?</div>
<div class="featmenu c1">
<p>Unity is a great environment to work in and though it has a reasonably smooth learning curve &ndash; like all software it takes time to really get proficient at it, so this was definitely a
learning process for me. I think the main challenge in creating tools for other people to use is getting the interface design right. The things that are second nature to you as the developer will
probably not be so obvious to other users. For this reason I probably spent only half the time working on the erosion, generator and texturing code and the other half was all about the interface
elements.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Would you create another addon for Unity?</div>
<div class="featmenu c1">
<p>Yes, definitely. If I create something that is useful within my own projects, then I&rsquo;m sure that it may be helpful to other Unity users as well. Also, I think there is a real advantage in
creating tools and features for games in an &lsquo;add-on&rsquo; format. This means that the features will be easily portable and the features they provide will be more high-level rather than being
too specific to single game.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What support did you get along the way?</div>
<div class="featmenu c1">
<p>Our main line of support for the Unity Summer of Code was an email mailing list. The benefit of this was that everyone was able to see the challenges that were being faced by other participants
and be able learn from them. It also meant that most of the issues we ran into were resolved pretty quickly.</p>
</div>
<br>
<h1>Looking forward...</h1>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What do you plan to do next?</div>
<div class="featmenu c1">
<p>I will continue to work on and improve the Terrain Toolkit, but first I&rsquo;m keen to hear the response of the Unity community to the tools I have developed, as their feedback will definitely
affect which features that I add or improve. Other than that, my main focus will be on other projects including getting back to work on a game I have had in production for a while. I also have plans
to release one of the planned features of this game as an add-on for Unity. It's a procedural combat animation system, which should be quite cool &ndash; if it works.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Would you enter another Unity Summer of Code
competition?</div>
<div class="featmenu c1">
<p>Possibly, but I'd also be very keen to see what great ideas other Unity developers can bring to the community.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Finally, do you have any other comments you&rsquo;d like
to make about Unity, Unity Summer of code, your project or development in general?</div>
<div class="featmenu c1">
<p>I'd just like to thank the Unity team for giving me the opportunity to get involved in this project, and I also want to thank the community for being so supportive of this great piece of
software.</p>
</div>
<br>

]]></description>
		<pubDate>Wed, 04 Nov 2009 03:12:46 +0000</pubDate>
		<guid isPermaLink="false">a7cd33d1194ce48a10c5b2dce99a3cfc</guid>
	</item>
	<item>
		<title>Unity Summer of Code Post Mortem: Detonator</title>
		<link>http://www.gamedev.net/page/resources/_/business/interviews/unity-summer-of-code-post-mortem-detonator-r2706</link>
		<description><![CDATA[

Artist and programmer <a href="http://variancetheory.com/">Ben Throop</a> talks to us about his experiences developing <i><a href=
"http://unity3d.com/support/resources/unity-extensions/explosion-framework">Detonator</a></i>, a parametric explosion system for Unity picked for this year&rsquo;s <a href=
"http://blogs.unity3d.com/category/usc/">Unity Summer of Code competition</a>.
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">How would you describe your project to someone who had
never heard of it before?</div>
<div class="featmenu c1">
<p>The project is called Detonator, and it's a parametric explosion system for Unity. It helps Unity developers get good looking explosions into their games quickly and easily.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">How many people were involved in creating your
project?</div>
<div class="featmenu c1">
<p>Just myself, though I got feedback from some industry friends as well as a few of the Unity devs, Jonas Echterhoff and Rune Skovbo Johansen.</p>
</div>
<br>
<div class="c2"><a href="http://images.gamedev.net/features/business/spotlightSoc1/Detonator_01.jpg"><img src="http://images.gamedev.net/features/business/spotlightSoc1/Detonator_01.jpg" width='678'
height='405'></a></div>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left"> What is your background &ndash; eg: previous experience
with Unity or coding in general?</div>
<div class="featmenu c1">
<p>My Unity experience was minimal before this project. I actually took it on so I could learn it because in the few weeks that I'd spent tinkering beforehand I was really impressed. My prior
experience in the game industry includes time at Sony as a Senior Artist and at Vicarious Visions/Activision as a Lead Technical Artist. I then founded the website MrsRiley.com and coded the Flex
application for that. I've written a lot of code, but it's been in high level languages like Maxscript, Actionscript3, PHP, and now C#. Really, I'm most skilled as an artist but my interest is
focused on making games, whether I'm doing art, code, or design.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What inspired the idea behind your project?</div>
<div class="featmenu c1">
<p>I've had the opportunity to create explosions in a few games and I've always enjoyed the combination of problems in lighting, physics, and animation that they present. However, every time I've
done explosion effects, the process has been complex. With the rise of the Indie game scene many developers don't have the time to focus properly on effects, but they are really important to the feel
of the final product. Prior to the Summer of Code announcement I had just come off of doing some explosions for Marvel Ultimate Alliance 2 for the Xbox360 and PS3. I enjoyed it so much that I was
looking for a way to bring that experience into my work again, and the fact that I was starting to get interested in Unity at that time made it all fit.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What does your project bring to the table that isn&rsquo;t
available already?</div>
<div class="featmenu c1">
<p>Detonator can help any Unity developer that wants to incorporate explosions into their game. A solo developer can quickly integrate it like any other Unity component and with zero effort can
create a great looking explosion. The effect can easily be scaled, recolored, or its duration changed with a single parameter each. Folks that are more interested in creating custom effects can take
advantage of the system's modular nature, arbitrarily piecing together components like fireballs, glows, sparks, heat distortion, shockwaves, and more. The system automatically builds its materials
from provided textures, but materials can be replaced as well. Even sound has a place, as the system lets the user define different arrays of sounds for close up and distant explosions with a
definable threshold in between. Lastly there's a level of detail system that lets developers tie into the global quality settings or change via distance. It's really flexible and I'm excited to see
what the Unity community does with it.</p>
</div>
<br>
<div class="c2"><a href="http://images.gamedev.net/features/business/spotlightSoc1/Detonator_02.jpg"><img src="http://images.gamedev.net/features/business/spotlightSoc1/Detonator_02.jpg" width='576'
height='360'></a></div>
<h1>Unity - Summer of Code</h1>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">How would you describe Unity to someone who has never used
it before?</div>
<div class="featmenu c1">
<p>I'd tell them that Unity is kind of like Flash but is built specifically to make games using a 3D engine. Everything about Unity is structured around making a game and removing the annoying,
trivial tasks that most developers are unfortunately very accustomed to. Iteration is ridiculously fast, from import pipelines to script compilation, and you can spit your game out to multiple
platforms.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What originally attracted you to use Unity?</div>
<div class="featmenu c1">
<p>Unity caught my eye a few years ago when it was still Mac only, but I didn't give it a real go until they released the Windows version with 2.5. Having worked as a technical artist in the game
industry for several years, my job was to build pipelines to help artists quickly and efficiently get their art into games. I read some things about Unity's import pipeline and it blew my mind. It
just looked so easy... and it is. I have a great deal of respect for what these guys have done and if I have an opportunity to do pipeline work again I'll be using a lot of concepts I've learned from
working with Unity.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Which platforms do you target with Unity when making
games?</div>
<div class="featmenu c1">
<p>I'm currently involved in some Unity iPhone projects with Infrared5, and I'll be doing some webplayer stuff in the future as well. I'm also looking forward to seeing what additional platforms
Unity supports in the future.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What inspired you to enter Unity&rsquo;s Summer of Code
competition this year?</div>
<div class="featmenu c1">
<p>I saw a tweet from Tom Higgins of Unity. Once I read the description, the concept for a parametric explosion system just popped into my head. I sat on it for a few days but then just took a few
hours to write up the proposal. Honestly, I didn't expect to be accepted since I really whipped it out, but when I heard they had chosen it I was really excited.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Would you have created your project without the
competition?</div>
<div class="featmenu c1">
<p>Maybe if I was working on an explosion-centric game, but otherwise probably not. That's the great thing about events like the Summer of Code. They give developers a reason and incentive to try out
ideas that would not otherwise have found a place in their workday.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What does being selected as a final project in the Summer
of Code competition mean to you?</div>
<div class="featmenu c1">
<p>Well besides just being exciting to be picked, hopefully it means that the project will get enough exposure to continue to grow and live on after release.</p>
</div>
<br>
<h1>Development &ndash; Post Mortem</h1>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">After you had the original idea, describe the process you
took in prototyping the idea and finally bringing it to completion...</div>
<div class="featmenu c1">
<p>Well, first I had to learn the peculiarities of the Unity particle system by making a prototype effect that looked as good as I expected the final system to look. This took a little over a week of
working at night and along the way I posted some Unity webplayers on my blog to get feedback. Once we were all excited by the look, I started building out the architecture of the system, recreating
each piece of the explosion in code and making the system able to scale the explosion, change its duration, color, detail, etc. This process essentially took the remainder of the project.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left"> Did you plan the project in detail, or did you let it
evolve along the way?</div>
<div class="featmenu c1">
<p>The first step in the project was to develop a detailed development plan. The Unity guys and I needed to come to an agreement on what would be built. The final result is very close to that plan,
but the implementation details did shift somewhat over the course of the project.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">How did you go about testing the project?</div>
<div class="featmenu c1">
<p>I built a test scene early on and pretty much just used the system in it. I also sent a few beta versions to Martin Schultz of Decane in Germany and he gave some nice feedback a few weeks from
release. His feedback was great and his enthusiasm was really reinforcing that Detonator was headed in the right direction. Post release, Slippy Douglas of Nectar Games was kind enough to test on
Unity Indie.</p>
</div>
<br>
<div class="c2"><a href="http://images.gamedev.net/features/business/spotlightSoc1/Detonator_03.jpg"><img src="http://images.gamedev.net/features/business/spotlightSoc1/Detonator_03.jpg" width='576'
height='360'></a></div>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Did you get any external opinions or help on the
development of the project?</div>
<div class="featmenu c1">
<p>Yeah Rune and Jonas at Unity provided some valuable insights, often contributing code snippets in areas that I was confused about. This was one of the reasons I wanted to get involved in SOC and
their contributions were very useful. I also got feedback from Andy Zupko at Infrared5, Dan Bernard at Robomodo, and Jesse Brophy at Blizzard, in addition to the great user comments on my blog and
the Unity blog.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What do you feel went well in the project?</div>
<div class="featmenu c1">
<p>I feel great about the architecture going forward. This really could be a framework for any kind of scalable composite particle system. I'll put some documentation together about creating
additional Detonator Components and we'll see what happens.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left"> What didn&rsquo;t go so well?</div>
<div class="featmenu c1">
<p>I am extremely tired!</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">If you were to go back and do your project again, what
would you do differently?</div>
<div class="featmenu c1">
<p>Really, nothing. I suppose if I could go back and do my project again, that would mean I had a Time Machine, which I would use to catch up on my sleep.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What would you do the same?</div>
<div class="featmenu c1">
<p>Pretty much everything. No regrets.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Which part of the project did you find the most
interesting or fun?</div>
<div class="featmenu c1">
<p>Digging into Unity and reaching a point where I understood the system so well that I'd be confident doing my own game. I've not seen an engine or system that I felt this way about before, so it's
really exciting. It was also fun watching my 3 year old nephew Luke play with the test scene. Everyone likes blowing stuff up.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">And which part did you find the least interesting or
fun?</div>
<div class="featmenu c1">
<p>The whole thing was fun. I mean, I was making explosions for video games, right? ;)</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Did you have enough time to complete your project?</div>
<div class="featmenu c1">
<p>It was tight, but certainly a reasonable amount of time, even considering I had a day job.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Is there anything else you&rsquo;d like to have added or
spent more time on if you had the time?</div>
<div class="featmenu c1">
<p>I would've liked to get a Camera Shake component in. That'll be in the first post SOC release. I plan on continuing work on Detonator for the foreseeable future. More details to come on that.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Is there any advice you&rsquo;d like to offer any
developers based on your experience in this project?</div>
<div class="featmenu c1">
<p>On this project, getting multiple sets of eyes on the project as it was being built was a great benefit. The model of developing web games is really unfamiliar to those in the traditional game
industry, where the game is worked on in secret for months or years and is only seen by the press and internal parties. It's so nice to be able to pop off a prototype early in the process and get
feedback. This has been familiar for the web and Flash folks for years, and game guys should take advantage of this as well. So if you're thinking about doing stuff in Unity, get a blog going and
start posting as early as you have something to show, even if you're slightly embarrassed by it.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What do you plan to do next?</div>
<div class="featmenu c1">
<p>I'm going to continue development on Detonator, make some blog posts about Unity, and get started on some personal game projects. You can follow development on Detonator at <a href=
"http://variancetheory.com/detonator">http://variancetheory.com/detonator</a></p>
</div>
<br>
<h3>Links</h3>
<ul>
<li><a href="http://blogs.unity3d.com/2009/09/17/summer-of-code-detonator-framework-released/">Denonator Unity Summer of Code Blog</a></li>
<li><a href="http://variancetheory.com/">Ben Throop&rsquo;s Homepage</a></li>
</ul>

]]></description>
		<pubDate>Wed, 28 Oct 2009 02:55:11 +0000</pubDate>
		<guid isPermaLink="false">785a4b39ca0768ebd5be9064105f0705</guid>
	</item>
	<item>
		<title>Andrew Russell Studios</title>
		<link>http://www.gamedev.net/page/resources/_/business/interviews/andrew-russell-studios-r2703</link>
		<description><![CDATA[

GameDev.net&rsquo;s own Andrew Russell talks about the creation of <a href="http://www.andrewrussellstudios.com/"><i>Dark</i></a>, his entry in this year&rsquo;s <a href=
"http://www.dreambuildplay.com/main/default.aspx">Dream Build Play</a> competition.
<div class="c1"><img src="http://images.gamedev.net/features/business/spotlight7/dark1.jpg"></div>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">How many people in your team and what role did they play
in the development of your game?</div>
<div class="featmenu c2">
<p>Just me. I did pretty much everything except for the music (I would have liked to have done that too, but the schedule was tight).</p>
<p>The music comes from Kevin MacLeod&rsquo;s awesome library of Creative Commons songs (<a href="http://www.incompetech.com">incompetech.com</a>). Hopefully the judges don&rsquo;t get sick of them
&ndash; it looks like a significant number of this year&rsquo;s entrants are using Kevin&rsquo;s work.</p>
<p>I also had the invaluable help of a number of my friends and my family with testing and advice and such.</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Describe your game to someone who hasn't played it
before?</div>
<div class="featmenu c2">
<p>It&rsquo;s a 2D physics-puzzle-platformer, with shadows.</p>
<p>The game is intentionally abstract and linear. There&rsquo;s no dialog or explicit story or &ldquo;save the princess&rdquo; objectives. And there is no player death. The idea is to let the player
flow through the game, solving puzzles as they come to them.</p>
<p>From a technical standpoint it is a platformer built around a physics engine, with 2D geometry-based soft-shadows from multiple coloured light sources.</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What inspired the idea behind your game?</div>
<div class="featmenu c2">
<p>At the start of the competition, the idea of doing something with 2D occlusion just popped into my head. Shadows were the obvious thing to try. I would have liked to try rain as well, but time was
limited.</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">How long have you been programming?</div>
<div class="featmenu c2">
<p>I started to learn to program &ldquo;properly&rdquo; in 1999, when I was in high school (I say &ldquo;properly&rdquo; because I had messed around with C64 BASIC and QBasic long before then). My
family didn&rsquo;t have the Internet yet, and so I was learning C++ from magazines, using compilers from cover-disks.</p>
<p>Once we finally did get the Internet, I stumbled upon <a href="http://nehe.gamedev.net/">NeHe&rsquo;s OpenGL website</a> and started game development. After a couple of years learning the ropes I
had the opportunity to take over the Stick Soldiers 3 project (incidentally: also a polygon-based platformer) from the original developer of Stick Soldiers 1 and 2.</p>
<p>That four-year calamity could be kindly described as a &ldquo;learning exercise&rdquo;. Once I finally killed it off, I went and focused on finishing my degree in Software Engineering, which I
hadn&rsquo;t really been paying attention to.</p>
<p>I also started paying attention to new technology &ndash; C# and XNA in particular caught my eye as a vast improvement on the way I had been doing things. So I started learning and working with
those, which culminated in me entering Dream Build Play this year.</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What does Dream Build Play mean to you, personally, as a
development team?</div>
<div class="featmenu c2">
<p>When I started I was &ldquo;in it to win it&rdquo;. The prize money and being noticed by Microsoft for XBLA would be of enormous value someone like me, just starting out as an indie developer.</p>
<p>Now that it&rsquo;s over, and having seen some of the other jaw-dropping games out there, I&rsquo;m not nearly as confident about winning. That being said, I&rsquo;m very pleased with what I
accomplished from scratch in just four man-months. I have to keep reminding myself that many of the better-looking games have taken significantly longer.</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Have you ever entered Dream Build Play before?</div>
<div class="featmenu c2">
<p>I would have loved to enter in previous years, but this is the first time that I&rsquo;ve had the time to spare.</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left"> Would you enter another Dream Build Play
competition?</div>
<div class="featmenu c2">
<p>Absolutely!</p>
</div>
<br>
<div class="c1"><img src="http://images.gamedev.net/features/business/spotlight7/dark2.jpg"></div>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Describe the process that you and your team took from idea
to finished game</div>
<div class="featmenu c2">
<p>I started with the idea of doing 2D shadows. This meant a 2D game &ndash; and a platformer is ideal for a gamepad-controlled game. A polygon-based (as opposed to tile-based) game would best show
off the shadows. I decided it would be best let somebody else&rsquo;s physics engine handle the required collision detection, and that that would give me physics for free as well.</p>
<p>I dedicated the first month prototyping those two components &ndash; shadows and platformer-on-a-physics-engine. This went really well and by the end I had seemingly solid core mechanics.</p>
<p>The next month was supposed to be spent working those prototypes into an engine and an editor. But about half way through I found that the shadow-generating code I had come up with was absolutely
riddled with bugs that the prototype wasn&rsquo;t exposing. It took about two weeks to fix &ndash; a huge portion of the four month schedule. From that point on I gave up on any kind of structured
schedule and just winged it.</p>
<p>In the last month I brought together a group of my online friends to help me with testing. About this time I started working all day, every day &ndash; serious crunch. It was also about this time
that I started moving ideas from my head (at least the ones that could be done with the time and technology I had available) into prototypes.</p>
<p>It wasn&rsquo;t until the last week and a half that I actually started work on the final levels. At this point I was using the programming equivalent of duct tape to patch up all the bugs (mostly
performance issues) that having real levels introduced. The game was finished about six hours before the deadline.</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Did you have enough time to complete your entry?</div>
<div class="featmenu c2">
<p>Dark is very short &ndash; about 20 minutes of gameplay. I had storyboarded twice as many levels. Most of the light-based puzzles had to be cut because they weren&rsquo;t finished in time.</p>
<p>I had also wanted to have more &ldquo;critters&rdquo; in the game. I had designed some interesting interplay between frail, organic, insect-like light-emitting creatures and blocky, solid,
shadow-casting creatures. The &ldquo;triangle man&rdquo; and the player&rsquo;s avatar are leftovers from the shadow species.</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">If you were writing your game again, what would you do
differently next time?</div>
<div class="featmenu c2">
<p>I would be a bit more careful with the math-heavy stuff. I&rsquo;d write some more flexible visual-testing code (everyone who has moved from OpenGL to XNA misses being able to just spit out
GL_LINES). And I&rsquo;d probably try to work things out on paper more carefully in the first place, too.</p>
<p>For level dynamics I went with an actors-with-properties model, similar to the Unreal Engine. While I&rsquo;m sure this works for a huge team of level designers who can&rsquo;t program, and a huge
team of programmers who maintain the system; for me it was one big mess and a lot of work whenever I needed to add a new level behaviour. In the future I plan to replace it with a code-behind,
similar to how WinForms works.</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">And what would you do the same way?</div>
<div class="featmenu c2">
<p>I&rsquo;d definitely start again by prototyping and experimenting with the core gameplay mechanics, quickly and separately.</p>
<p>After the prototyping I&rsquo;d continue with the very-YAGNI, build-it-directly-on-XNA, minimal-code, rapid development, code-is-the-design (although that&rsquo;s not to say &ldquo;badly
coded&rdquo;) approach I&rsquo;ve found so suitable for game development (except for the &ldquo;maths-heavy&rdquo; algorithmic stuff that I mentioned earlier &ndash; that, I would be more careful
with). It makes my inner software-engineer a little queasy, but the point is that it works well &ndash; especially being a one-man shop.</p>
<p>And I&rsquo;d build a fancy-pants level editor again. It&rsquo;s a lot of work to have a proper Windows GUI, WYSIWYG, undo/redo support, and the ability to play the game in the editor. However all
that effort means that those same prototyping and experimenting techniques can be used again at the level design stage. Plus it means that the highly important results of playtesting can be
integrated almost immediately.</p>
<p>Speaking of which: playtest, playtest, playtest!</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Have you ever used the XNA Framework before?</div>
<div class="featmenu c2">
<p>Yes. In the months before Dream Build Play I made a couple of small XNA games. I also used it as a platform for my thesis at university.</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">How did you learn to use the XNA Framework?</div>
<div class="featmenu c2">
<p>Self taught. I checked out the occasional tutorial and community sample, but by-and-large I simply read MSDN whenever I needed to know something.</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">When developing your game did you use any third party
components?</div>
<div class="featmenu c2">
<p>I used the Farseer Physics Engine. It would have been insane to try to make my own.</p>
<p>But I did have to bring my own platformer movement system. And I had to fix a few of their bugs myself &ndash; a demonstration of how important source-code access is for such a critical
component.</p>
<p>In the editor I used some more libraries: one for line-drawing, one for triangulation. The triangulation algorithm wasn&rsquo;t entirely robust - I spent a lot of time fiddling with polygons to
try to coax them into not being inside-out.</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What did you feel, if anything, XNA Game Studio enabled
you to do well when working on your game?</div>
<div class="featmenu c2">
<p>C# and XNA is easily the most productive platform I have ever worked on or heard of (short of a full-blown engine). I was able to work many times faster than I did back in the bad old days of C++
and OpenGL.</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Did you have any challenges to overcome whilst using the
XNA Framework?</div>
<div class="featmenu c2">
<p>Some bits of the XNA documentation assume knowledge of DirectX, and expect you to work out the mapping between the two (in other words &ndash; in several places the XNA documentation uselessly
restates the variable/enumeration names).</p>
<p>Fortunately I know a number of DirectX users who I could ask for help, and I became fairly well-versed in the workings of DirectX myself, towards the end. Poking around with PIX also helped.</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Did you have any particular challenges to overcome when it
came to running your game on the XBox 360?</div>
<div class="featmenu c2">
<p>The big problem on the Xbox 360 is keeping your frame rate up. I hit this issue three times during development.</p>
<p>A well-known problem with XNA on the Xbox 360 is that the garbage collector is ridiculously slow, such that you practically cannot allocate memory while the game is running. I knew this ahead of
time and so hid all my allocations in the blackout between levels. Unfortunately Farseer Physics (the version I used, at least) was allocating memory in a couple of places during updates. The answer
to this is to use the CLR Profiler to track down where they happen. Once I realised memory allocation was the problem, it was surprisingly easy to fix.</p>
<p>The next problem was when I found myself fill-rate limited &ndash; partially because I insisted on running at 60FPS at 1080p with 4x MSAA &ndash; mostly because drawing all those lights and
shadows writes to an astonishing number of pixels. I had been hoping to get away with simply culling light sources that aren&rsquo;t on-screen, but in the end I had to add some pretty aggressive
scissoring as well.</p>
<p>Everything worked fine until the DAY BEFORE the deadline, when I found that some of the more complicated levels were making me batch-limited (too many draw calls). I spent the last day furiously
adding more culling, as well as tweaking the levels to have fewer polygons in each light&rsquo;s influence.</p>
<p>In the end, one level was just too slow (about 45FPS) &ndash; so I hacked in a flag for that particular level, so that it would run at 30FPS instead of 60.</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left"> Which XNA Framework version did you end up targeting (3.0
or 3.1?)</div>
<div class="featmenu c2">
<p>I moved to 3.1 about 2 weeks before the deadline. I don&rsquo;t use any of the new 3.1 features, so the conversion was trivial.</p>
</div>
<br>
<div class="c1"><img src="http://images.gamedev.net/features/business/spotlight7/dark3.jpg"></div>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left"> If you were to offer some advice to other game
developers, what would you say to them?</div>
<div class="featmenu c2">
<p>Well &ndash; there are lots of hints embedded in my answers. But the bottom line is to not forget that you&rsquo;re making a game. The moment you start thinking of the end product as an engine or
an editor or a library or a tech-demo, you&rsquo;ve lost focus.</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Will you use XNA Game Studio to make another game?</div>
<div class="featmenu c2">
<p>Yes. My only complaint about XNA is that it&rsquo;s not cross-platform enough. I would particularly like to try developing for Silverlight and for the iPhone &ndash; at least I can still use C#
(I&rsquo;ve got my eyes on SilverSprite and MonoTouch).</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Now that you've got a completed game, what are you
planning to do next?</div>
<div class="featmenu c2">
<p>In the last week or two of the competition, the code turned into a bit of a mess, and I introduced some fairly severe bugs into the editor. So I&rsquo;m going to pull apart all the &ldquo;duct
tape&rdquo; additions from that mad scramble to the finish line, and fix up a few niggling things that I never had time for.</p>
<p>Then I plan to expand Dark to the size that I originally designed for and put it up for sale on XBLIG (if not XBLA, if by some miracle I get Microsoft&rsquo;s blessing), and also selling it on
Windows.</p>
<p>After that I&rsquo;m keen on getting something going cross-platform between Windows, Xbox 360, Silverlight and iPhone.</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left"> Would you create any further games for the Indie Game
portal?</div>
<div class="featmenu c2">
<p>Of course! If I started making game for Windows right now, I&rsquo;d use XNA. And, seeing as you can port it to the Xbox 360 almost &ldquo;for free&rdquo;, it&rsquo;s a no-brainer. I don&rsquo;t
think I&rsquo;d target XBLIG on its own &ndash; I don&rsquo;t think the market is big enough.</p>
</div>
<br>
<div class="head c2"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Finally, do you have any other comments you wish to make
about your game, your team, the XNA Framework, Dream Build Play or game development?</div>
<div class="featmenu c2">
<p><a href="http://www.andrewrussellstudios.com/blog/dbp09-complete/">Screenshots and videos, anyone?</a></p>
</div>
<br>

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