Interview with Grubby 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. I'm here with Ryan Clark and Matt Parry from Grubby Games. For the benefit of our audience, tell us a little bit about the game itself. It seems to mostly be a puzzle game, but it certainly has a couple of arcade elements here and there. How would you describe Professor Fizzwizzle and where would you classify its genre?
When you look at a Sokoban-style game, though, it's obviously a puzzle game. There's just a certain "look" that people expect from puzzle games, and Professor Fizzwizzle doesn't really follow that mold. When I first saw the screenshots of the game, my impression was that it's a Donkey Kong or Super Mario Brothers knockoff, but your game really owes more to Sokoban than Donkey Kong. Was this your intention from the start, or did the design evolve during prototyping?
Was the whole thing with the professor and the robots planned from the start, or was it more of "let's do a platform-based puzzle game" thing with the professor and the runaway robots added later? Or, more succinctly, when did the "plot" arrive in your game design?
One thing that separates Fizzwizzle from the aforementioned Sokoban is the amount of stuff you have to play with. With Sokoban, there are basically four things (the box-pusher, the box, the box-target, and the wall). Fizzwizzle introduces a couple-dozen problem solving gizmos as the game goes on, from elevators to inflatable barrels, and probably some stuff I haven't gotten to yet. While this does give the game more flavor than Sokoban, it does make things more complex, what with all the ways things can interact. How did the breadth of items affect the design and development process?
Ryan, tell me something about the development tools and process you used. I recall reading that you used C++ and SDL, but did you have a particular compiler or development environment of choice?
So you started with Linux then ported to Windows and OS X. That's an interesting direction, as most project ports I've seen tend to move in the direction of market-share (starting with Windows, then moving to OS X and Linux). Any particular business or technical reason for starting with Linux, or are you just a fan?
Any good SDL-related websites or discussion groups or other resources that you can recommend?
And Matt, same question as earlier but for art tools. You've got plenty of cartoonish animation in the game. What tools did you use for modeling and animation (and post-processing if any was necessary)?
When you're modeling a character that's going to be converted to 2D sprites, you don't really have to worry about the render-speed or number of polygons because you're not rendering it on the fly. One thing you do have to worry about, though, is how your resulting sprite looks. It's doubly difficult if you're going to render the good Professor large (as in the title screens) and tiny (as in the game itself). Any tips on how to draw something that'll look good when rendered really small?
Is a graphics tablet a must-have for graphics work?
You mentioned Zbrush as a finishing tool, but when I think of ZBrush, I think of people using it for hyper-realistic skin/hair effects. The Fizzwizzle models, though, are very smooth and cartoonish. Did ZBrush fit into the equation, and if so how?
You guys seem to fit the classic programmer/artist duo. How did
you guys find each other?
Tell me more about the Game Programming Wiki. Did that start before or after Fizzwizzle? What kind of need is it filling in the game development community?
So you came over from the VB side of things, but you wrote Fizzwizzle in C++. What advantages and disadvantages you've found between the two? Is it just a matter of being able to port to non-Windows platforms, or is there something else?
What are the advantages and disadvantages of having a very small team?
I'd ask for a sneak-preview of your next big game, but I don't know the legal status of NDA's between the US and Canada. Instead, tell me what (if anything) you'd change about your development process and/or the tools you used.
For last year's IGF, I interviewed Metanet software, another two-person Canadian company. Does the secret to being an IGF finalist lie in being a two-person company or in being Canadian? Is there any truth to the rumor that the secret to quality game design lies in watching hockey while eating french fries with mayonnaise?
Is this your first GDC? What are your GDC plans and expectations (beyond taking home a pile of clear Lucite prize-bricks)?
Aren't you worried that Keita Takahashi will try to roll you into a large ball?
There are loads of ways to sell software online nowadays -- lots of shareware money-processors, systems to put magic "unlock the rest of the levels" codes into the game, and the like. What kinds of commerce stuff are you using, and why did you decide to use the ones you did?
Any advice you'd like to give our readers who want to get out of the "I need a development team" rut and want to produce a completed game?
Thanks for the interview, guys. Any parting thoughts besides "be sure to vote for us for the audience-choice award"?
Interview conducted by John Hattan |