Interview with 21-6 Productions
The CMP Game Group (producer of Game Developer magazine, Gamasutra.com, and the Game Developers Conference) established the Independent Games Festival in 1998 to encourage innovation in game development and to recognize the best independent game developers. They saw how the Sundance Film Festival benefited the independent film community, and wanted to create a similar event for independent game developers as well as the student population of game developers.
For this interview I spent some time online with 21-6 Productions talking about their game TubeTwist. 21-6 has been around in the indie world for a while now, with their most well-known title being Orbz, which is still high on the charts to this day. This is 21-6's first nomination to the IGF; they've been nominated for Technical Excellence.
Who are you and what was your role on TubeTwist?
Congrats on your nomination to the IGF for technical excellence. Is this 21-6's first attempt at entering the competition?
The IGF has changed a few things again this year from the past two years and the past four before that - what do you think of the new format and as a developer, how would you like to see the IGF continue to evolve?
TubeTwist did very well at the IGC towards the end of last year. How would you compare that competition to the IGF?
So how did you guys come up with the idea for TubeTwist? Did the design evolve from an original idea, or did someone on the team want to create a game like The Incredible Machine?
In addition to the ODE engine, what other new horizons did TubeTwist present for you and the team during development?
What made you guys decide to integrate ODE into the Torque Game Engine?
What do you think was the biggest design challenge you guys faced during development and how was it solved?
How about from the production/management side?
And the technical side?
Besides TGE and ODE, what other software and tools were used during development?
What was the typical work week like during development in terms of hours expended?
Was there anything besides the lack of respect that you think could have saved you guys some effort towards the end?
What are some of the main factors you can contribute to your success as an indie development studio?
Well since you've already let on to a cool new game, what's next for 21-6 as a studio?
Sounds great. Any last words of wisdom?
Best of luck to Justin and the entire 21-6 team at IGF!
Interview conducted by Drew Sikora