Interview with Naked Sky
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 talked to one of the developers from Naked Sky via email about their game RoboBlitz, which is nominated for the Seumas McNally Grand Prize and Excellence in Visual Art.
Who are you and how were you involved in RoboBlitz?
Congrats on your nominations. What made you decide to enter RoboBlitz into the IGF?
Where and when did the idea for RoboBlitz originate?
Was the physics-based gameplay an aspect from the very beginning? How did it evolve as the game matured?
What were some design issues that arose from using physics so heavily?
Did you guys look into using Ageia's PhysX card at all?
How did you find working with the Unreal engine?
Were there any considerations to the gameplay that had to be made concerning the playability on the Xbox console and Live Arcade?
How much of a real robotic aspect was incorporated into the game?
What led you to use procedural textures, and how do you feel this has helped the game?
How long did it take to produce RoboBlitz? In hindsight, was there anything during production that you think could have been handled better?
What tools were used to aid in development and production?
What's next for RoboBlitz and Naked Sky?
Good luck to the Naked Sky team at GDC!
Interview conducted by Drew Sikora