The Independent Games Festival was established in 1998 as a forum for independent developers to exhibit their work,
receive recognition, and meet with commercial publishers. In the year 2000, the IGF Student Showcase was created to show off the talent of high school
and college students. While the Student Showcase is a non-competitive event, it gives the students a chance to make contacts within the professional
game industry and possibly land a job at a game development company in the future.
Digital Awe entered the IGF Student Showcase this year with their game
Tropical Storm, a first person shooter with
real world weapons, huge outdoor levels, and deformable terrain, among other features. We recently interviewed a few members of Digital Awe to
discuss their team, the development of Tropical Storm, and how they managed to complete a game with an entirely virtual development team.
Digital Awe Background Info
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What is the history of Digital Awe? How did you guys come together? |
And how long has this team been together? |
What happened during your first team meeting? And how did that team meeting take place? |
How did you decide your team structure, as in, team roles, responsibilities, etc? Or did things just sort of fall into place? |
So you did have some sort of organizational structure to your team. Now, you guys have an entry for the IGF Student Contest - Tropical Storm. When did you guys decide to enter? |
What is the basic premise of Tropical Storm?
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When did development of Tropical Storm begin?
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Which elements were complete in the engine before you began work on the gameplay of Tropical Storm?
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Did the team work continuously during the development of both the engine and game? Or did it falter at times?
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How many hours per week would you estimate that you were able to work on Tropical Storm?
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Speaking of motivation, you guys are one of the few entirely virtual teams that have managed to complete a game. How did the team stay motivated?
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So once you got feedback from the work you had done, you guys became motivated to finish the game as a team?
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Were there any major problems throughout the development of Tropical Storm?
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What development and communication tools did you use?
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If you had it to do over again, what would you do different? Anything?
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Are you happy with how Tropical Storm has turned out?
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Any future plans? How will you handle your next projects differently? What advice do you have for others?
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Interview conducted by Kevin Hawkins of GameDev.net.
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