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 talked to the guys from The Behemoth back in 2005 about their finalist Alien Hominid. Now, two years later they're back once again with Castle Crashers, nominated this year for Excellence in Visual Art. Who are you and how were you involved in Castle Crashers?
Congrats on your return to the IGF. What thoughts do you have on the IGF now as it enters its 9th year?
Where did the inspiration for Castle Crashers come from?
Seeing screenshots of the game immediately brought back memories of Gauntlet and Teenage Mutant Ninja Turtles - to name a few. What did you guys use in terms of design and gameplay to spice up the side-scroller team-mate action adventure?
How did you guys go about designing the visual style of the game?
Did the console development constrict the game in any way that you were unhappy with?
Did anything happen during development that you would like to reveal to other developers as a caution?
What were some of the things you learned from Alien Hominid regarding developing across multiple platforms (GBA, XBox, PS2, GameCube)?
Is there anything new in terms of development that you are doing with Castle Crashers that has you excited?
What was used to make the game, and what tools aided in development?
Is there anything else about Castle Crashers you would like to reveal to other developers?
What's next for The Behemoth?
Best of luck to the Castle Crashers team at GDC! Interview conducted by Drew Sikora |