Interview with Black Mountain Games 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. Dave Brooks from Black Mountain Games was kind enough to respond to my questions via email about their IGF finalist Putt Nutz. Who are you and what was your role on Putt Nutz?
Congrats on making it into the IGF finals. Is this your first attempt at entering the competition?
What made you decide to enter Putt Nutz 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 Putt Nutz come about?
How much did the game evolve from its original inception? What drove this evolution?
Was there a reason for the storyline other than to make it more than just a putt game to play with friends?
Were any earlier Mini Golf computer games an inspiration as well?
What's your most enjoyable part of the game and how did that feature come about?
During the development of Putt Nutz , what were some major issues that caused problems and how were they solved?
What tools/technology was used for the creation of Putt Nutz ?
Your nomination is for your visual arts. How did your art team develop the look for the game?
How much of a challenge is it in interface design thanks to the fact that you have to support a gamepad as well as a keyboard and mouse?
What drew you guys to the Sony console platform?
How long has Black Mountain Games been around? What's a brief history of the company?
What advice would you give other developers looking to license with Sony?
What's it like being an independent computer games developer and an independent console games developer?
What's the one thing about the way you develop games that you think helps you do your job best?
What's next for you guys?
Interview conducted by Drew "Gaiiden" Sikora |