Interview with Cryptic Sea
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.
No strangers to the IGF, Alex and Edmund are making another trip to GDC as finalists. Alex's first IGF experience came with Chronic Logic back in 2003 with Pontifex 2. Edmund and Alex both were involved with Gish as finalists in 2004 and 2005. Now the two have teamed up to create the indie company Cryptic Sea, and one of their first offerings, Blast Miner, has them back in the running once more with a nomination for Technical Excellence.
Who are you and how were you involved in Blast Miner?
Congrats on your return to the IGF. How's it feel to be nominated once again?
As past finalists numerous times, how do you feel the IGF has evolved over the years and do you like the direction it's heading now?
So where did the idea for Blast Miner come from?
How much more of your past experience working on other games went into this title? For example I noticed a budget, perhaps similar to Bridge Builder?
What were some of the difficulties that arose in using physics for this manner of gameplay?
So what were some things that were done in the game to help solve these issues?
There are other finalists in this year's competition, such as RoboBlitz and Armadillo Run, that use physics exclusively for gameplay. How much of an impact to you guys see physics to continue making in games in the future? And how?
What advice would you give people looking to incorporate physics so heavily into their gameplay?
How did the game's look evolve during production, and what drove this evolution?
Let's take it back further then - what did you use to create the look of the game?
Does the crazy miner play any sort of active role in the game?
Were there any problems during development that you would like to share as a caution to other developers?
What was used to make the game and what tools aided in development?
So how has it been for you guys with Cryptic Sea? Any advice for those looking to strike out on their own?
Is there anything else about Blast Miner that you would like to reveal to other developers?
What's next for Cryptic Sea?
Oh hey, will there be any surprises this year if you guys win an award? ;)
Well I guess it wouldn't have been a surprise then anyways. Thanks a lot guys, good luck this year and see you at GDC
Interview conducted by Drew Sikora