Interview with the Behemoth
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 chatted with several members of the Behemoth about their unique IGF finalist Alien Hominid – the first IGF console title. Alien Hominid brings back the old 2D fast-paced side-scroller action shoot-em up, featuring hand-drawn animation coupled with humorous and crazy gameplay. Besides this interview, you can get some more information about the game and themselves from their FAQ.
Who are you and how were you involved in Alien Hominid?
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Congrats on making the IGF finals. How's it feel?
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What's the basic idea behind Alien Hominid?
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Who came up with the original idea? How long ago?
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To me, the Alien in Alien Hominid almost immediately reminds me of Stitch from Disney's Lilo & Stitch - any relation, creative-wise? :)
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You guys are one of many companies I've interviewed so far this year that have left the industry to go indie. Why did you guys leave, and why do you think so many others are doing the same?
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So you guys aren't all in the same location?
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What tools do you guys use to keep in touch and manage your projects since you're working remotely?
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Did you guys make use of any scheduling software?
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How tough was it to secure your development tools for the PS2 and GameCube in order to actually make the game?
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The console game is pretty much a new version of AH compared to the original Flash version. Still, were there any design/technical issues with developing the game for console as opposed to the Flash version?
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What's the inspiration behind the look of the game?
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What were the development tools used in order to make AH?
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What was the biggest problem you had during development? How did you solve it? Could it have been avoided?
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How many hours a week did you guys normally put in? Was there any serious crunch time? Could the crunch have been avoided?
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Quality of Life is the new hot topic in the industry. As indies we're mainly tasked with our own QoL. What are your views on the industry's QoL and what do you do to keep it fun?
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So have you guys looked beyond AH yet? What's next?
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Well good luck guys, I'll see you on the Expo floor come March
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Interview conducted by Drew "Gaiiden" Sikora.
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