Interview with Introversion Software
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.
Introversion Software, makers of Darwinia, were kind enough to answer a few questions from me after the GDC. Darwinia was the IGF’s Shadows of the Colossus, taking home the awards for Technical Excellence, Innovation in Visual Art, and the Seumas McNally Grand Prize.
Who are you and what was your role on Darwinia?
Congrats on making it into the IGF finals. Is this your first attempt at entering the competition?
What made you decide to enter Darwinia into the IGF?
How do you view this year's competition? Do you think the IGF is heading in the right direction?
How did the idea for Darwinia come about?
How much did the game evolve from its original inception? What drove this evolution?
What's your most enjoyable part of the game and how did that feature come about?
During the development of Darwinia , what were some major issues that caused problems and how were they solved?
What tools/technology was used for the creation of Darwinia ?
What's the one thing about the way you develop games that you think helps you do your job best?
What's next for Introversion?
Interview conducted by Drew "Gaiiden" Sikora