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Dean Dodrill of Humble Hearts answers questions about the development of Dust: An Elysian Tail, the winning game in this year's Dream Build Play competition.How many people in your team and what role did they play in the development of your game?
Describe your game to someone who hasn't played it before?
What inspired the idea behind your game?
What type of game development team would you class yourself as?
How long have you been programming?
How do you feel about being one of the top games in the Dream Build Play 2009 competition?
What does Dream Build Play mean to you, personally, as a development team?
Have you ever entered Dream Build Play before?
What do you feel that participating in Dream Build Play provides for the game development community?
Describe the process that you and your team took from idea to finished game. Did you design the game up front, or did you let the game idea evolve during development?
What was the most interesting/fun part of the process?
And the least interesting/fun part?
Did you have enough time to complete your entry?
If so, did you add anything extra in to fill the time?
If you were writing your game again, what would you do differently next time?
And what would you do the same way?
Have you ever used the XNA Framework before?
Did Dream Build Play have any influence on you trying out XNA Game Studio?
How did you learn to use the XNA Framework?
When developing your game did you use any third party components?
What compelled you to write your own technology? Do you think that having done things again, you'd use a third party library?
Would you consider making any of your code/libraries available on sites such as CodePlex for other XNA developers to use?
What did you feel, if anything, XNA Game Studio enabled you to do well when working on your game?
Did you have any challenges to overcome whilst using the XNA Framework?
Did you have any particular challenges to overcome when it came to running your game on the Xbox 360?
Which XNA Framework version did you end up targeting (3.0 or 3.1?)
Did you take advantage of any of the new features provided by XNA 3.1?
If you were to offer some advice to other game developers, what would you say to them?
Will you use XNA Game Studio to make another game?
Would you enter another Dream Build Play competition?
Now that you've got a completed game, what are you planning to do next?
Would you create any further games for the Indie Game portal?
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?