Interview with Bit Blot
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.
This year's highlighted game, Aquaria, has been nominated for four awards: Seumas McNally Grand Prize; Design Innovation Award; Excellence in Visual Art; Excellence in Audio. I chatted online with its developers from Bit Blot to find out more about what makes this game so compelling.
Who are you and how were you involved in Aquaria?
Congrats on your multiple nominations. Is this the first game you've submitted to the IGF?
Where did the inspiration for Aquaria come from?
What can you reveal about the non-linear gameplay? both how it affects the game design and how it was developed technically?
And the control scheme - was that an original goal of the project or did it just end up fitting best for what you wanted?
What inspired the visual art style?
What was used to develop the game and what tools aided in the development?
What was a major design issue that arose and how was it solved?
How about the combat system? How'd that evolve?
That voice input sounds very cool. Anything else in the works for Aquaria before release?
Is there anything else about Aquaria you'd like to reveal to other developers?
Any idea what's next for Bit Blot?
Interview conducted by Drew Sikora