Interview with Mousechief Co.
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.
I got to talk to the main man behind The Witch's Yarn, nominated this year for Innovation in Game Design.
Who are you and what was your role on The Witch's Yarn?
Congrats on making it into the IGF finals. How does it feel to be back after your last appearance in 1999?
What made you decide to enter The Witch's Yarn?
How do you view this year's competition? Do you think the IGF is heading in the right direction?
How did the idea for The Witch's Yarn come about?
How much did the game evolve from its original inception? What drove this evolution?
What exactly is CineProse(tm)?
What's your most enjoyable part of the game and how did that feature come about?
During the development of The Witch's Yarn, what were some major issues that caused problems and how were they solved?
What tools/technology was used for the creation of The Witch's Yarn?
What's the one thing about the way you develop games that you think helps you do your job best?
How long has Mousechief Co. been around? What's a brief history of the company?
Being a virtual team, what methods did you use to keep in touch?
What advice do you have for others looking to work with long-distance team members?
What's next for Mousechief Co.?
Interview conducted by Drew "Gaiiden" Sikora